id
stringlengths
9
10
submitter
stringlengths
5
47
authors
stringlengths
5
1.72k
title
stringlengths
11
234
comments
stringlengths
1
491
journal-ref
stringlengths
4
396
doi
stringlengths
13
97
report-no
stringlengths
4
138
categories
stringclasses
1 value
license
stringclasses
9 values
abstract
stringlengths
29
3.66k
versions
listlengths
1
21
update_date
int64
1,180B
1,718B
authors_parsed
listlengths
1
98
1805.03720
Matthew Guzdial
Matthew Guzdial, Nicholas Liao, Vishwa Shah, and Mark O. Riedl
Creative Invention Benchmark
8 pages, 4 figures, International Conference on Computational Creativity
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper we present the Creative Invention Benchmark (CrIB), a 2000-problem benchmark for evaluating a particular facet of computational creativity. Specifically, we address combinational p-creativity, the creativity at play when someone combines existing knowledge to achieve a solution novel to that individual. We present generation strategies for the five problem categories of the benchmark and a set of initial baselines.
[ { "version": "v1", "created": "Wed, 9 May 2018 20:20:41 GMT" } ]
1,525,996,800,000
[ [ "Guzdial", "Matthew", "" ], [ "Liao", "Nicholas", "" ], [ "Shah", "Vishwa", "" ], [ "Riedl", "Mark O.", "" ] ]
1805.03876
Wei Xia
Wei Xia and Roland H. C. Yap
Learning Robust Search Strategies Using a Bandit-Based Approach
Published at the Proceedings of 32th AAAI Conference on Artificial Intelligence (AAAI'18)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Effective solving of constraint problems often requires choosing good or specific search heuristics. However, choosing or designing a good search heuristic is non-trivial and is often a manual process. In this paper, rather than manually choosing/designing search heuristics, we propose the use of bandit-based learning techniques to automatically select search heuristics. Our approach is online where the solver learns and selects from a set of heuristics during search. The goal is to obtain automatic search heuristics which give robust performance. Preliminary experiments show that our adaptive technique is more robust than the original search heuristics. It can also outperform the original heuristics.
[ { "version": "v1", "created": "Thu, 10 May 2018 08:30:37 GMT" } ]
1,525,996,800,000
[ [ "Xia", "Wei", "" ], [ "Yap", "Roland H. C.", "" ] ]
1805.04253
Lisa Andreevna Chalaguine
Lisa A. Chalaguine, Anthony Hunter, Henry W. W. Potts, Fiona L. Hamilton
Argument Harvesting Using Chatbots
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Much research in computational argumentation assumes that arguments and counterarguments can be obtained in some way. Yet, to improve and apply models of argument, we need methods for acquiring them. Current approaches include argument mining from text, hand coding of arguments by researchers, or generating arguments from knowledge bases. In this paper, we propose a new approach, which we call argument harvesting, that uses a chatbot to enter into a dialogue with a participant to get arguments and counterarguments from him or her. Because it is automated, the chatbot can be used repeatedly in many dialogues, and thereby it can generate a large corpus. We describe the architecture of the chatbot, provide methods for managing a corpus of arguments and counterarguments, and an evaluation of our approach in a case study concerning attitudes of women to participation in sport.
[ { "version": "v1", "created": "Fri, 11 May 2018 06:55:32 GMT" } ]
1,526,256,000,000
[ [ "Chalaguine", "Lisa A.", "" ], [ "Hunter", "Anthony", "" ], [ "Potts", "Henry W. W.", "" ], [ "Hamilton", "Fiona L.", "" ] ]
1805.04419
Tuyen Le Pham
Le Pham Tuyen, Ngo Anh Vien, Abu Layek, TaeChoong Chung
Deep Hierarchical Reinforcement Learning Algorithm in Partially Observable Markov Decision Processes
This work has been submitted to the IEEE for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessible
null
10.1109/ACCESS.2018.2854283
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
In recent years, reinforcement learning has achieved many remarkable successes due to the growing adoption of deep learning techniques and the rapid growth in computing power. Nevertheless, it is well-known that flat reinforcement learning algorithms are often not able to learn well and data-efficient in tasks having hierarchical structures, e.g. consisting of multiple subtasks. Hierarchical reinforcement learning is a principled approach that is able to tackle these challenging tasks. On the other hand, many real-world tasks usually have only partial observability in which state measurements are often imperfect and partially observable. The problems of RL in such settings can be formulated as a partially observable Markov decision process (POMDP). In this paper, we study hierarchical RL in POMDP in which the tasks have only partial observability and possess hierarchical properties. We propose a hierarchical deep reinforcement learning approach for learning in hierarchical POMDP. The deep hierarchical RL algorithm is proposed to apply to both MDP and POMDP learning. We evaluate the proposed algorithm on various challenging hierarchical POMDP.
[ { "version": "v1", "created": "Fri, 11 May 2018 14:30:21 GMT" } ]
1,537,488,000,000
[ [ "Tuyen", "Le Pham", "" ], [ "Vien", "Ngo Anh", "" ], [ "Layek", "Abu", "" ], [ "Chung", "TaeChoong", "" ] ]
1805.04493
Zhaodong Wang
Zhaodong Wang, Matthew E. Taylor
Interactive Reinforcement Learning with Dynamic Reuse of Prior Knowledge from Human/Agent's Demonstration
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Reinforcement learning has enjoyed multiple successes in recent years. However, these successes typically require very large amounts of data before an agent achieves acceptable performance. This paper introduces a novel way of combating such requirements by leveraging existing (human or agent) knowledge. In particular, this paper uses demonstrations from agents and humans, allowing an untrained agent to quickly achieve high performance. We empirically compare with, and highlight the weakness of, HAT and CHAT, methods of transferring knowledge from a source agent/human to a target agent. This paper introduces an effective transfer approach, DRoP, combining the offline knowledge (demonstrations recorded before learning) with online confidence-based performance analysis. DRoP dynamically involves the demonstrator's knowledge, integrating it into the reinforcement learning agent's online learning loop to achieve efficient and robust learning.
[ { "version": "v1", "created": "Fri, 11 May 2018 17:12:11 GMT" } ]
1,526,256,000,000
[ [ "Wang", "Zhaodong", "" ], [ "Taylor", "Matthew E.", "" ] ]
1805.04749
Juan Cruz Barsce
Juan Cruz Barsce, Jorge A. Palombarini, Ernesto C. Mart\'inez
A Cognitive Approach to Real-time Rescheduling using SOAR-RL
Conference paper presented in the Argentinian Congress of Computer Science 2013
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Ensuring flexible and efficient manufacturing of customized products in an increasing dynamic and turbulent environment without sacrificing cost effectiveness, product quality and on-time delivery has become a key issue for most industrial enterprises. A promising approach to cope with this challenge is the integration of cognitive capabilities in systems and processes with the aim of expanding the knowledge base used to perform managerial and operational tasks. In this work, a novel approach to real-time rescheduling is proposed in order to achieve sustainable improvements in flexibility and adaptability of production systems through the integration of artificial cognitive capabilities, involving perception, reasoning/learning and planning skills. Moreover, an industrial example is discussed where the SOAR cognitive architecture capabilities are integrated in a software prototype, showing that the approach enables the rescheduling system to respond to events in an autonomic way, and to acquire experience through intensive simulation while performing repair tasks.
[ { "version": "v1", "created": "Sat, 12 May 2018 16:53:53 GMT" } ]
1,526,342,400,000
[ [ "Barsce", "Juan Cruz", "" ], [ "Palombarini", "Jorge A.", "" ], [ "Martínez", "Ernesto C.", "" ] ]
1805.04752
Juan Cruz Barsce
Jorge A. Palombarini, Juan Cruz Barsce, Ernesto C. Mart\'inez
Generating Rescheduling Knowledge using Reinforcement Learning in a Cognitive Architecture
Conference paper presented in the Jornadas Argentinas de Inform\'atica (JAIIO) 2014. arXiv admin note: text overlap with arXiv:1805.04749
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In order to reach higher degrees of flexibility, adaptability and autonomy in manufacturing systems, it is essential to develop new rescheduling methodologies which resort to cognitive capabilities, similar to those found in human beings. Artificial cognition is important for designing planning and control systems that generate and represent knowledge about heuristics for repair-based scheduling. Rescheduling knowledge in the form of decision rules is used to deal with unforeseen events and disturbances reactively in real time, and take advantage of the ability to act interactively with the user to counteract the effects of disruptions. In this work, to achieve the aforementioned goals, a novel approach to generate rescheduling knowledge in the form of dynamic first-order logical rules is proposed. The proposed approach is based on the integration of reinforcement learning with artificial cognitive capabilities involving perception and reasoning/learning skills embedded in the Soar cognitive architecture. An industrial example is discussed showing that the approach enables the scheduling system to assess its operational range in an autonomic way, and to acquire experience through intensive simulation while performing repair tasks.
[ { "version": "v1", "created": "Sat, 12 May 2018 17:05:56 GMT" } ]
1,527,465,600,000
[ [ "Palombarini", "Jorge A.", "" ], [ "Barsce", "Juan Cruz", "" ], [ "Martínez", "Ernesto C.", "" ] ]
1805.05250
Juliao Braga
Juliao Braga and Joao Nuno Silva and Patricia Takako Endo and Jessica Ribas and Nizam Omar
Blockchain to Improve Security, Knowledge and Collaboration Inter-Agent Communication over Restrict Domains of the Internet Infrastructure
13 pages, CSBC 2018, V Workshop pre IETF, July 2018
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
This paper describes the deployment and implementation of a blockchain to improve the security, knowledge, intelligence and collaboration during the inter-agent communication processes in restrict domains of the Internet Infrastructure. It is a work that proposes the application of a blockchain, platform independent, on a particular model of agents, but that can be used in similar proposals, once the results on the specific model were satisfactory.
[ { "version": "v1", "created": "Mon, 14 May 2018 15:57:03 GMT" }, { "version": "v2", "created": "Sat, 19 May 2018 09:34:32 GMT" }, { "version": "v3", "created": "Wed, 8 Aug 2018 09:39:02 GMT" }, { "version": "v4", "created": "Thu, 9 Aug 2018 09:50:45 GMT" } ]
1,533,859,200,000
[ [ "Braga", "Juliao", "" ], [ "Silva", "Joao Nuno", "" ], [ "Endo", "Patricia Takako", "" ], [ "Ribas", "Jessica", "" ], [ "Omar", "Nizam", "" ] ]
1805.05445
Markus Hecher
Johannes K. Fichte, Michael Morak, Markus Hecher, Stefan Woltran
Exploiting Treewidth for Projected Model Counting and its Limits
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we introduce a novel algorithm to solve projected model counting (PMC). PMC asks to count solutions of a Boolean formula with respect to a given set of projected variables, where multiple solutions that are identical when restricted to the projected variables count as only one solution. Our algorithm exploits small treewidth of the primal graph of the input instance. It runs in time $O({2^{2^{k+4}} n^2})$ where k is the treewidth and n is the input size of the instance. In other words, we obtain that the problem PMC is fixed-parameter tractable when parameterized by treewidth. Further, we take the exponential time hypothesis (ETH) into consideration and establish lower bounds of bounded treewidth algorithms for PMC, yielding asymptotically tight runtime bounds of our algorithm.
[ { "version": "v1", "created": "Mon, 14 May 2018 21:02:28 GMT" } ]
1,526,428,800,000
[ [ "Fichte", "Johannes K.", "" ], [ "Morak", "Michael", "" ], [ "Hecher", "Markus", "" ], [ "Woltran", "Stefan", "" ] ]
1805.05447
Maartje Ter Hoeve
Maartje ter Hoeve, Anne Schuth, Daan Odijk, Maarten de Rijke
Faithfully Explaining Rankings in a News Recommender System
9 pages, 3 tables, 3 figures, 4 algorithms
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
There is an increasing demand for algorithms to explain their outcomes. So far, there is no method that explains the rankings produced by a ranking algorithm. To address this gap we propose LISTEN, a LISTwise ExplaiNer, to explain rankings produced by a ranking algorithm. To efficiently use LISTEN in production, we train a neural network to learn the underlying explanation space created by LISTEN; we call this model Q-LISTEN. We show that LISTEN produces faithful explanations and that Q-LISTEN is able to learn these explanations. Moreover, we show that LISTEN is safe to use in a real world environment: users of a news recommendation system do not behave significantly differently when they are exposed to explanations generated by LISTEN instead of manually generated explanations.
[ { "version": "v1", "created": "Mon, 14 May 2018 21:13:04 GMT" } ]
1,526,428,800,000
[ [ "ter Hoeve", "Maartje", "" ], [ "Schuth", "Anne", "" ], [ "Odijk", "Daan", "" ], [ "de Rijke", "Maarten", "" ] ]
1805.05714
Tom Hanika
Tom Hanika and Friedrich Martin Schneider and Gerd Stumme
Intrinsic dimension and its application to association rules
4 pages, 1 figure
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The curse of dimensionality in the realm of association rules is twofold. Firstly, we have the well known exponential increase in computational complexity with increasing item set size. Secondly, there is a \emph{related curse} concerned with the distribution of (spare) data itself in high dimension. The former problem is often coped with by projection, i.e., feature selection, whereas the best known strategy for the latter is avoidance. This work summarizes the first attempt to provide a computationally feasible method for measuring the extent of dimension curse present in a data set with respect to a particular class machine of learning procedures. This recent development enables the application of various other methods from geometric analysis to be investigated and applied in machine learning procedures in the presence of high dimension.
[ { "version": "v1", "created": "Tue, 15 May 2018 11:40:50 GMT" } ]
1,526,428,800,000
[ [ "Hanika", "Tom", "" ], [ "Schneider", "Friedrich Martin", "" ], [ "Stumme", "Gerd", "" ] ]
1805.06020
Tambet Matiisen
Tambet Matiisen, Aqeel Labash, Daniel Majoral, Jaan Aru, Raul Vicente
Do deep reinforcement learning agents model intentions?
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Inferring other agents' mental states such as their knowledge, beliefs and intentions is thought to be essential for effective interactions with other agents. Recently, multiagent systems trained via deep reinforcement learning have been shown to succeed in solving different tasks, but it remains unclear how each agent modeled or represented other agents in their environment. In this work we test whether deep reinforcement learning agents explicitly represent other agents' intentions (their specific aims or goals) during a task in which the agents had to coordinate the covering of different spots in a 2D environment. In particular, we tracked over time the performance of a linear decoder trained to predict the final goal of all agents from the hidden state of each agent's neural network controller. We observed that the hidden layers of agents represented explicit information about other agents' goals, i.e. the target landmark they ended up covering. We also performed a series of experiments, in which some agents were replaced by others with fixed goals, to test the level of generalization of the trained agents. We noticed that during the training phase the agents developed a differential preference for each goal, which hindered generalization. To alleviate the above problem, we propose simple changes to the MADDPG training algorithm which leads to better generalization against unseen agents. We believe that training protocols promoting more active intention reading mechanisms, e.g. by preventing simple symmetry-breaking solutions, is a promising direction towards achieving a more robust generalization in different cooperative and competitive tasks.
[ { "version": "v1", "created": "Tue, 15 May 2018 20:15:05 GMT" }, { "version": "v2", "created": "Mon, 21 May 2018 14:42:57 GMT" } ]
1,526,947,200,000
[ [ "Matiisen", "Tambet", "" ], [ "Labash", "Aqeel", "" ], [ "Majoral", "Daniel", "" ], [ "Aru", "Jaan", "" ], [ "Vicente", "Raul", "" ] ]
1805.06248
Ryo Nakahashi
Ryo Nakahashi, Seiji Yamada
Modeling Human Inference of Others' Intentions in Complex Situations with Plan Predictability Bias
Accepted at Cogsci 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A recent approach based on Bayesian inverse planning for the "theory of mind" has shown good performance in modeling human cognition. However, perfect inverse planning differs from human cognition during one kind of complex tasks due to human bounded rationality. One example is an environment in which there are many available plans for achieving a specific goal. We propose a "plan predictability oriented model" as a model of inferring other peoples' goals in complex environments. This model adds the bias that people prefer predictable plans. This bias is calculated with simple plan prediction. We tested this model with a behavioral experiment in which humans observed the partial path of goal-directed actions. Our model had a higher correlation with human inference. We also confirmed the robustness of our model with complex tasks and determined that it can be improved by taking account of individual differences in "bounded rationality".
[ { "version": "v1", "created": "Wed, 16 May 2018 11:30:56 GMT" }, { "version": "v2", "created": "Thu, 27 Sep 2018 09:40:53 GMT" }, { "version": "v3", "created": "Wed, 20 Nov 2019 11:22:47 GMT" } ]
1,574,294,400,000
[ [ "Nakahashi", "Ryo", "" ], [ "Yamada", "Seiji", "" ] ]
1805.06368
Victor G. Turrisi Costa
Victor Guilherme Turrisi da Costa, Andr\'e Carlos Ponce de Leon Ferreira de Carvalho, Sylvio Barbon Junior
Strict Very Fast Decision Tree: a memory conservative algorithm for data stream mining
7 pages, 26 figures, Under R1 revision in Pattern Recognition Letters
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Dealing with memory and time constraints are current challenges when learning from data streams with a massive amount of data. Many algorithms have been proposed to handle these difficulties, among them, the Very Fast Decision Tree (VFDT) algorithm. Although the VFDT has been widely used in data stream mining, in the last years, several authors have suggested modifications to increase its performance, putting aside memory concerns by proposing memory-costly solutions. Besides, most data stream mining solutions have been centred around ensembles, which combine the memory costs of their weak learners, usually VFDTs. To reduce the memory cost, keeping the predictive performance, this study proposes the Strict VFDT (SVFDT), a novel algorithm based on the VFDT. The SVFDT algorithm minimises unnecessary tree growth, substantially reducing memory usage and keeping competitive predictive performance. Moreover, since it creates much more shallow trees than VFDT, SVFDT can achieve a shorter processing time. Experiments were carried out comparing the SVFDT with the VFDT in 11 benchmark data stream datasets. This comparison assessed the trade-off between accuracy, memory, and processing time. Statistical analysis showed that the proposed algorithm obtained similar predictive performance and significantly reduced processing time and memory use. Thus, SVFDT is a suitable option for data stream mining with memory and time limitations, recommended as a weak learner in ensemble-based solutions.
[ { "version": "v1", "created": "Wed, 16 May 2018 15:28:39 GMT" }, { "version": "v2", "created": "Thu, 17 May 2018 13:57:51 GMT" } ]
1,526,601,600,000
[ [ "da Costa", "Victor Guilherme Turrisi", "" ], [ "de Carvalho", "André Carlos Ponce de Leon Ferreira", "" ], [ "Junior", "Sylvio Barbon", "" ] ]
1805.06610
Wenyi Wang Mr.
Wenyi Wang
A Formulation of Recursive Self-Improvement and Its Possible Efficiency
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recursive self-improving (RSI) systems have been dreamed of since the early days of computer science and artificial intelligence. However, many existing studies on RSI systems remain philosophical, and lacks clear formulation and results. In this paper, we provide a formal definition for one class of RSI systems, and then demonstrate the existence of computable and efficient RSI systems on a restricted version. We use simulation to empirically show that we achieve logarithmic runtime complexity with respect to the size of the search space, and these results suggest it is possible to achieve an efficient recursive self-improvement.
[ { "version": "v1", "created": "Thu, 17 May 2018 06:08:37 GMT" } ]
1,526,601,600,000
[ [ "Wang", "Wenyi", "" ] ]
1805.06664
Sarmimala Saikia
S Saikia, R Verma, P Agarwal, G Shroff, L Vig and A Srinivasan
Evolutionary RL for Container Loading
6 Pages, 2 figures, accepted in ESANN 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Loading the containers on the ship from a yard, is an impor- tant part of port operations. Finding the optimal sequence for the loading of containers, is known to be computationally hard and is an example of combinatorial optimization, which leads to the application of simple heuristics in practice. In this paper, we propose an approach which uses a mix of Evolutionary Strategies and Reinforcement Learning (RL) tech- niques to find an approximation of the optimal solution. The RL based agent uses the Policy Gradient method, an evolutionary reward strategy and a Pool of good (not-optimal) solutions to find the approximation. We find that the RL agent learns near-optimal solutions that outperforms the heuristic solutions. We also observe that the RL agent assisted with a pool generalizes better for unseen problems than an RL agent without a pool. We present our results on synthetic data as well as on subsets of real-world problems taken from container terminal. The results validate that our approach does comparatively better than the heuristics solutions available, and adapts to unseen problems better.
[ { "version": "v1", "created": "Thu, 17 May 2018 09:19:35 GMT" } ]
1,526,601,600,000
[ [ "Saikia", "S", "" ], [ "Verma", "R", "" ], [ "Agarwal", "P", "" ], [ "Shroff", "G", "" ], [ "Vig", "L", "" ], [ "Srinivasan", "A", "" ] ]
1805.06824
Akshat Agarwal
Akshat Agarwal, Ryan Hope and Katia Sycara
Learning Time-Sensitive Strategies in Space Fortress
10 pages, 3 figures. Withdrawn, superseded by arXiv:1809.02206
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Although there has been remarkable progress and impressive performance on reinforcement learning (RL) on Atari games, there are many problems with challenging characteristics that have not yet been explored in Deep Learning for RL. These include reward sparsity, abrupt context-dependent reversals of strategy and time-sensitive game play. In this paper, we present Space Fortress, a game that incorporates all these characteristics and experimentally show that the presence of any of these renders state of the art Deep RL algorithms incapable of learning. Then, we present our enhancements to an existing algorithm and show big performance increases through each enhancement through an ablation study. We discuss how each of these enhancements was able to help and also argue that appropriate transfer learning boosts performance.
[ { "version": "v1", "created": "Thu, 17 May 2018 15:36:42 GMT" }, { "version": "v2", "created": "Wed, 30 May 2018 22:57:38 GMT" }, { "version": "v3", "created": "Sun, 24 Jun 2018 18:12:34 GMT" }, { "version": "v4", "created": "Thu, 13 Sep 2018 22:08:17 GMT" } ]
1,537,142,400,000
[ [ "Agarwal", "Akshat", "" ], [ "Hope", "Ryan", "" ], [ "Sycara", "Katia", "" ] ]
1805.06861
Carl Schultz
Carl Schultz, Mehul Bhatt, Jakob Suchan, Przemys{\l}aw Wa{\l}\k{e}ga
Answer Set Programming Modulo `Space-Time'
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We present ASP Modulo `Space-Time', a declarative representational and computational framework to perform commonsense reasoning about regions with both spatial and temporal components. Supported are capabilities for mixed qualitative-quantitative reasoning, consistency checking, and inferring compositions of space-time relations; these capabilities combine and synergise for applications in a range of AI application areas where the processing and interpretation of spatio-temporal data is crucial. The framework and resulting system is the only general KR-based method for declaratively reasoning about the dynamics of `space-time' regions as first-class objects. We present an empirical evaluation (with scalability and robustness results), and include diverse application examples involving interpretation and control tasks.
[ { "version": "v1", "created": "Thu, 17 May 2018 17:05:30 GMT" } ]
1,526,601,600,000
[ [ "Schultz", "Carl", "" ], [ "Bhatt", "Mehul", "" ], [ "Suchan", "Jakob", "" ], [ "Wałęga", "Przemysław", "" ] ]
1805.06924
Sergio Romano
Pablo Tano, Sergio Romano, Mariano Sigman, Alejo Salles and Santiago Figueira
Towards a more flexible Language of Thought: Bayesian grammar updates after each concept exposure
null
Phys. Rev. E 101, 042128 (2020)
10.1103/PhysRevE.101.042128
null
cs.AI
http://creativecommons.org/licenses/by-nc-sa/4.0/
Recent approaches to human concept learning have successfully combined the power of symbolic, infinitely productive rule systems and statistical learning to explain our ability to learn new concepts from just a few examples. The aim of most of these studies is to reveal the underlying language structuring these representations and providing a general substrate for thought. However, describing a model of thought that is fixed once trained is against the extensive literature that shows how experience shapes concept learning. Here, we ask about the plasticity of these symbolic descriptive languages. We perform a concept learning experiment that demonstrates that humans can change very rapidly the repertoire of symbols they use to identify concepts, by compiling expressions which are frequently used into new symbols of the language. The pattern of concept learning times is accurately described by a Bayesian agent that rationally updates the probability of compiling a new expression according to how useful it has been to compress concepts so far. By portraying the Language of Thought as a flexible system of rules, we also highlight the difficulties to pin it down empirically.
[ { "version": "v1", "created": "Thu, 17 May 2018 18:56:09 GMT" }, { "version": "v2", "created": "Thu, 26 Sep 2019 20:15:54 GMT" } ]
1,588,118,400,000
[ [ "Tano", "Pablo", "" ], [ "Romano", "Sergio", "" ], [ "Sigman", "Mariano", "" ], [ "Salles", "Alejo", "" ], [ "Figueira", "Santiago", "" ] ]
1805.06992
Jun Wang
Jun Wang, Sujoy Sikdar, Tyler Shepherd, Zhibing Zhao, Chunheng Jiang, Lirong Xia
Practical Algorithms for STV and Ranked Pairs with Parallel Universes Tiebreaking
15 pages, 12 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
STV and ranked pairs (RP) are two well-studied voting rules for group decision-making. They proceed in multiple rounds, and are affected by how ties are broken in each round. However, the literature is surprisingly vague about how ties should be broken. We propose the first algorithms for computing the set of alternatives that are winners under some tiebreaking mechanism under STV and RP, which is also known as parallel-universes tiebreaking (PUT). Unfortunately, PUT-winners are NP-complete to compute under STV and RP, and standard search algorithms from AI do not apply. We propose multiple DFS-based algorithms along with pruning strategies and heuristics to prioritize search direction to significantly improve the performance using machine learning. We also propose novel ILP formulations for PUT-winners under STV and RP, respectively. Experiments on synthetic and real-world data show that our algorithms are overall significantly faster than ILP, while there are a few cases where ILP is significantly faster for RP.
[ { "version": "v1", "created": "Thu, 17 May 2018 23:20:57 GMT" } ]
1,526,860,800,000
[ [ "Wang", "Jun", "" ], [ "Sikdar", "Sujoy", "" ], [ "Shepherd", "Tyler", "" ], [ "Zhao", "Zhibing", "" ], [ "Jiang", "Chunheng", "" ], [ "Xia", "Lirong", "" ] ]
1805.07008
Marc Brittain
Marc Brittain and Peng Wei
Hierarchical Reinforcement Learning with Deep Nested Agents
11 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Deep hierarchical reinforcement learning has gained a lot of attention in recent years due to its ability to produce state-of-the-art results in challenging environments where non-hierarchical frameworks fail to learn useful policies. However, as problem domains become more complex, deep hierarchical reinforcement learning can become inefficient, leading to longer convergence times and poor performance. We introduce the Deep Nested Agent framework, which is a variant of deep hierarchical reinforcement learning where information from the main agent is propagated to the low level $nested$ agent by incorporating this information into the nested agent's state. We demonstrate the effectiveness and performance of the Deep Nested Agent framework by applying it to three scenarios in Minecraft with comparisons to a deep non-hierarchical single agent framework, as well as, a deep hierarchical framework.
[ { "version": "v1", "created": "Fri, 18 May 2018 01:06:36 GMT" } ]
1,526,860,800,000
[ [ "Brittain", "Marc", "" ], [ "Wei", "Peng", "" ] ]
1805.07069
Mahdi Shaghaghi
Mahdi Shaghaghi, Raviraj S. Adve, Zhen Ding
Multifunction Cognitive Radar Task Scheduling Using Monte Carlo Tree Search and Policy Networks
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A modern radar may be designed to perform multiple functions, such as surveillance, tracking, and fire control. Each function requires the radar to execute a number of transmit-receive tasks. A radar resource management (RRM) module makes decisions on parameter selection, prioritization, and scheduling of such tasks. RRM becomes especially challenging in overload situations, where some tasks may need to be delayed or even dropped. In general, task scheduling is an NP-hard problem. In this work, we develop the branch-and-bound (B&B) method which obtains the optimal solution but at exponential computational complexity. On the other hand, heuristic methods have low complexity but provide relatively poor performance. We resort to machine learning-based techniques to address this issue; specifically we propose an approximate algorithm based on the Monte Carlo tree search method. Along with using bound and dominance rules to eliminate nodes from the search tree, we use a policy network to help to reduce the width of the search. Such a network can be trained using solutions obtained by running the B&B method offline on problems with feasible complexity. We show that the proposed method provides near-optimal performance, but with computational complexity orders of magnitude smaller than the B&B algorithm.
[ { "version": "v1", "created": "Fri, 18 May 2018 06:58:16 GMT" } ]
1,526,860,800,000
[ [ "Shaghaghi", "Mahdi", "" ], [ "Adve", "Raviraj S.", "" ], [ "Ding", "Zhen", "" ] ]
1805.07180
Yong Lai
Yong Lai
Approximate Model Counting by Partial Knowledge Compilation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Model counting is the problem of computing the number of satisfying assignments of a given propositional formula. Although exact model counters can be naturally furnished by most of the knowledge compilation (KC) methods, in practice, they fail to generate the compiled results for the exact counting of models for certain formulas due to the explosion in sizes. Decision-DNNF is an important KC language that captures most of the practical compilers. We propose a generalized Decision-DNNF (referred to as partial Decision-DNNF) via introducing a class of new leaf vertices (called unknown vertices), and then propose an algorithm called PartialKC to generate randomly partial Decision-DNNF formulas from the given formulas. An unbiased estimate of the model number can be computed via a randomly partial Decision-DNNF formula. Each calling of PartialKC consists of multiple callings of MicroKC, while each of the latter callings is a process of importance sampling equipped with KC technologies. The experimental results show that PartialKC is more accurate than both SampleSearch and SearchTreeSampler, PartialKC scales better than SearchTreeSampler, and the KC technologies can obviously accelerate sampling.
[ { "version": "v1", "created": "Fri, 18 May 2018 12:51:48 GMT" } ]
1,526,860,800,000
[ [ "Lai", "Yong", "" ] ]
1805.07470
Stephen McAleer
Stephen McAleer, Forest Agostinelli, Alexander Shmakov, Pierre Baldi
Solving the Rubik's Cube Without Human Knowledge
First three authors contributed equally. Submitted to NIPS 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A generally intelligent agent must be able to teach itself how to solve problems in complex domains with minimal human supervision. Recently, deep reinforcement learning algorithms combined with self-play have achieved superhuman proficiency in Go, Chess, and Shogi without human data or domain knowledge. In these environments, a reward is always received at the end of the game, however, for many combinatorial optimization environments, rewards are sparse and episodes are not guaranteed to terminate. We introduce Autodidactic Iteration: a novel reinforcement learning algorithm that is able to teach itself how to solve the Rubik's Cube with no human assistance. Our algorithm is able to solve 100% of randomly scrambled cubes while achieving a median solve length of 30 moves -- less than or equal to solvers that employ human domain knowledge.
[ { "version": "v1", "created": "Fri, 18 May 2018 23:07:31 GMT" } ]
1,526,947,200,000
[ [ "McAleer", "Stephen", "" ], [ "Agostinelli", "Forest", "" ], [ "Shmakov", "Alexander", "" ], [ "Baldi", "Pierre", "" ] ]
1805.07547
Emilio Cartoni
Emilio Cartoni, Gianluca Baldassarre
Autonomous discovery of the goal space to learn a parameterized skill
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
A parameterized skill is a mapping from multiple goals/task parameters to the policy parameters to accomplish them. Existing works in the literature show how a parameterized skill can be learned given a task space that defines all the possible achievable goals. In this work, we focus on tasks defined in terms of final states (goals), and we face on the challenge where the agent aims to autonomously acquire a parameterized skill to manipulate an initially unknown environment. In this case, the task space is not known a priori and the agent has to autonomously discover it. The agent may posit as a task space its whole sensory space (i.e. the space of all possible sensor readings) as the achievable goals will certainly be a subset of this space. However, the space of achievable goals may be a very tiny subspace in relation to the whole sensory space, thus directly using the sensor space as task space exposes the agent to the curse of dimensionality and makes existing autonomous skill acquisition algorithms inefficient. In this work we present an algorithm that actively discovers the manifold of the achievable goals within the sensor space. We validate the algorithm by employing it in multiple different simulated scenarios where the agent actions achieve different types of goals: moving a redundant arm, pushing an object, and changing the color of an object.
[ { "version": "v1", "created": "Sat, 19 May 2018 08:18:39 GMT" } ]
1,526,947,200,000
[ [ "Cartoni", "Emilio", "" ], [ "Baldassarre", "Gianluca", "" ] ]
1805.07715
Andri Ashfahani
Andri Ashfahani, Mahardhika Pratama, Edwin Lughofer, Qing Cai, and Huang Sheng
An Online RFID Localization in the Manufacturing Shopfloor
null
Predictive Maintenance in Dynamic Systems: Advanced Methods, Decision Support Tools and Real-World Applications 2019
10.1007/978-3-030-05645-2_10
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
{Radio Frequency Identification technology has gained popularity for cheap and easy deployment. In the realm of manufacturing shopfloor, it can be used to track the location of manufacturing objects to achieve better efficiency. The underlying challenge of localization lies in the non-stationary characteristics of manufacturing shopfloor which calls for an adaptive life-long learning strategy in order to arrive at accurate localization results. This paper presents an evolving model based on a novel evolving intelligent system, namely evolving Type-2 Quantum Fuzzy Neural Network (eT2QFNN), which features an interval type-2 quantum fuzzy set with uncertain jump positions. The quantum fuzzy set possesses a graded membership degree which enables better identification of overlaps between classes. The eT2QFNN works fully in the evolving mode where all parameters including the number of rules are automatically adjusted and generated on the fly. The parameter adjustment scenario relies on decoupled extended Kalman filter method. Our numerical study shows that eT2QFNN is able to deliver comparable accuracy compared to state-of-the-art algorithms.
[ { "version": "v1", "created": "Sun, 20 May 2018 06:27:53 GMT" }, { "version": "v2", "created": "Wed, 29 May 2019 18:56:04 GMT" } ]
1,559,260,800,000
[ [ "Ashfahani", "Andri", "" ], [ "Pratama", "Mahardhika", "" ], [ "Lughofer", "Edwin", "" ], [ "Cai", "Qing", "" ], [ "Sheng", "Huang", "" ] ]
1805.07797
Naveen Sundar Govindarajulu
Naveen Sundar Govindarajulu and Selmer Bringjsord and Rikhiya Ghosh
One Formalization of Virtue Ethics via Learning
IACAP 2018 (http://www.iacap.org/wp-content/uploads/2017/10/IACAP-2018-short-program.pdf)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Given that there exist many different formal and precise treatments of deontologi- cal and consequentialist ethics, we turn to virtue ethics and consider what could be a formalization of virtue ethics that makes it amenable to automation. We present an embroyonic formalization in a cognitive calculus (which subsumes a quantified first-order logic) that has been previously used to model robust ethical principles, in both the deontological and consequentialist traditions.
[ { "version": "v1", "created": "Sun, 20 May 2018 17:03:47 GMT" } ]
1,526,947,200,000
[ [ "Govindarajulu", "Naveen Sundar", "" ], [ "Bringjsord", "Selmer", "" ], [ "Ghosh", "Rikhiya", "" ] ]
1805.07897
Roope Tervo
Roope Tervo, Joonas Karjalainen, Alexander Jung
Predicting Electricity Outages Caused by Convective Storms
IEEE DSW 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We consider the problem of predicting power outages in an electrical power grid due to hazards produced by convective storms. These storms produce extreme weather phenomena such as intense wind, tornadoes and lightning over a small area. In this paper, we discuss the application of state-of-the-art machine learning techniques, such as random forest classifiers and deep neural networks, to predict the amount of damage caused by storms. We cast this application as a classification problem where the goal is to classify storm cells into a finite number of classes, each corresponding to a certain amount of expected damage. The classification method use as input features estimates for storm cell location and movement which has to be extracted from the raw data. A main challenge of this application is that the training data is heavily imbalanced as the occurrence of extreme weather events is rare. In order to address this issue, we applied SMOTE technique.
[ { "version": "v1", "created": "Mon, 21 May 2018 05:28:22 GMT" } ]
1,526,947,200,000
[ [ "Tervo", "Roope", "" ], [ "Karjalainen", "Joonas", "" ], [ "Jung", "Alexander", "" ] ]
1805.08256
Solimul Chowdhury
Md Solimul Chowdhury and Victor Silva
Evolving Real-Time Heuristics Search Algorithms with Building Blocks
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
The research area of real-time heuristics search has produced quite many algorithms. In the landscape of real-time heuristics search research, it is not rare to find that an algorithm X that appears to perform better than algorithm Y on a group of problems, performed worse than Y for another group of problems. If these published algorithms are combined to generate a more powerful space of algorithms, then that novel space of algorithms may solve a distribution of problems more efficiently. Based on this intuition, a recent work Bulitko 2016 has defined the task of finding a combination of heuristics search algorithms as a survival task. In this evolutionary approach, a space of algorithms is defined over a set of building blocks published algorithms and a simulated evolution is used to recombine these building blocks to find out the best algorithm from that space of algorithms. In this paper, we extend the set of building blocks by adding one published algorithm, namely lookahead based A-star shaped local search space generation method from LSSLRTA-star, plus an unpublished novel strategy to generate local search space with Greedy Best First Search. Then we perform experiments in the new space of algorithms, which show that the best algorithms selected by the evolutionary process have the following property: the deeper is the lookahead depth of an algorithm, the lower is its suboptimality and scrubbing complexity.
[ { "version": "v1", "created": "Mon, 21 May 2018 18:52:00 GMT" } ]
1,527,033,600,000
[ [ "Chowdhury", "Md Solimul", "" ], [ "Silva", "Victor", "" ] ]
1805.08427
Long Ouyang
Long Ouyang
Bayesian Inference of Regular Expressions from Human-Generated Example Strings
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In programming by example, users "write" programs by generating a small number of input-output examples and asking the computer to synthesize consistent programs. We consider a challenging problem in this domain: learning regular expressions (regexes) from positive and negative example strings. This problem is challenging, as (1) user-generated examples may not be informative enough to sufficiently constrain the hypothesis space, and (2) even if user-generated examples are in principle informative, there is still a massive search space to examine. We frame regex induction as the problem of inferring a probabilistic regular grammar and propose an efficient inference approach that uses a novel stochastic process recognition model. This model incrementally "grows" a grammar using positive examples as a scaffold. We show that this approach is competitive with human ability to learn regexes from examples.
[ { "version": "v1", "created": "Tue, 22 May 2018 07:28:21 GMT" }, { "version": "v2", "created": "Wed, 26 Sep 2018 21:45:53 GMT" } ]
1,538,092,800,000
[ [ "Ouyang", "Long", "" ] ]
1805.08592
Susumu Katayama
Susumu Katayama
Computable Variants of AIXI which are More Powerful than AIXItl
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper presents Unlimited Computable AI, or UCAI, that is a family of computable variants of AIXI. UCAI is more powerful than AIXItl, that is a conventional family of computable variants of AIXI, in the following ways: 1) UCAI supports models of terminating computation, including typed lambda calculus, while AIXItl only supports Turing machine with timeout t, which can be simulated by typed lambda calculus for any t; 2) unlike UCAI, AIXItl limits the program length to l.
[ { "version": "v1", "created": "Tue, 22 May 2018 14:09:49 GMT" }, { "version": "v2", "created": "Thu, 9 Aug 2018 18:11:01 GMT" }, { "version": "v3", "created": "Fri, 25 Jan 2019 10:43:23 GMT" } ]
1,548,633,600,000
[ [ "Katayama", "Susumu", "" ] ]
1805.08915
Vahid Behzadan
Vahid Behzadan, Arslan Munir and Roman V. Yampolskiy
A Psychopathological Approach to Safety Engineering in AI and AGI
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The complexity of dynamics in AI techniques is already approaching that of complex adaptive systems, thus curtailing the feasibility of formal controllability and reachability analysis in the context of AI safety. It follows that the envisioned instances of Artificial General Intelligence (AGI) will also suffer from challenges of complexity. To tackle such issues, we propose the modeling of deleterious behaviors in AI and AGI as psychological disorders, thereby enabling the employment of psychopathological approaches to analysis and control of misbehaviors. Accordingly, we present a discussion on the feasibility of the psychopathological approaches to AI safety, and propose general directions for research on modeling, diagnosis, and treatment of psychological disorders in AGI.
[ { "version": "v1", "created": "Wed, 23 May 2018 00:19:07 GMT" } ]
1,527,120,000,000
[ [ "Behzadan", "Vahid", "" ], [ "Munir", "Arslan", "" ], [ "Yampolskiy", "Roman V.", "" ] ]
1805.09169
Maaz Amjad
Maaz Amjad, fariha Bukhari, Iqra Ameer, Alexander Gelbukh
A distinct approach to diagnose Dengue Fever with the help of Soft Set Theory
10 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Mathematics has played a substantial role to revolutionize the medical science. Intelligent systems based on mathematical theories have proved to be efficient in diagnosing various diseases. In this paper, we used an expert system based on soft set theory and fuzzy set theory named as a soft expert system to diagnose tropical disease dengue. The objective to use soft expert system is to predict the risk level of a patient having dengue fever by using input variables like age, TLC, SGOT, platelets count and blood pressure. The proposed method explicitly demonstrates the exact percentage of the risk level of dengue fever automatically circumventing for all possible (medical) imprecisions.
[ { "version": "v1", "created": "Tue, 22 May 2018 16:30:10 GMT" }, { "version": "v2", "created": "Thu, 24 May 2018 06:37:38 GMT" }, { "version": "v3", "created": "Wed, 21 Nov 2018 17:21:26 GMT" } ]
1,542,844,800,000
[ [ "Amjad", "Maaz", "" ], [ "Bukhari", "fariha", "" ], [ "Ameer", "Iqra", "" ], [ "Gelbukh", "Alexander", "" ] ]
1805.09901
Oktay Gunluk
Sanjeeb Dash, Oktay G\"unl\"uk and Dennis Wei
Boolean Decision Rules via Column Generation
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper considers the learning of Boolean rules in either disjunctive normal form (DNF, OR-of-ANDs, equivalent to decision rule sets) or conjunctive normal form (CNF, AND-of-ORs) as an interpretable model for classification. An integer program is formulated to optimally trade classification accuracy for rule simplicity. Column generation (CG) is used to efficiently search over an exponential number of candidate clauses (conjunctions or disjunctions) without the need for heuristic rule mining. This approach also bounds the gap between the selected rule set and the best possible rule set on the training data. To handle large datasets, we propose an approximate CG algorithm using randomization. Compared to three recently proposed alternatives, the CG algorithm dominates the accuracy-simplicity trade-off in 7 out of 15 datasets. When maximized for accuracy, CG is competitive with rule learners designed for this purpose, sometimes finding significantly simpler solutions that are no less accurate.
[ { "version": "v1", "created": "Thu, 24 May 2018 21:12:26 GMT" }, { "version": "v2", "created": "Wed, 5 Aug 2020 23:11:57 GMT" } ]
1,596,758,400,000
[ [ "Dash", "Sanjeeb", "" ], [ "Günlük", "Oktay", "" ], [ "Wei", "Dennis", "" ] ]
1805.09975
Daniel McDuff
Daniel McDuff and Ashish Kapoor
Visceral Machines: Risk-Aversion in Reinforcement Learning with Intrinsic Physiological Rewards
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
As people learn to navigate the world, autonomic nervous system (e.g., "fight or flight") responses provide intrinsic feedback about the potential consequence of action choices (e.g., becoming nervous when close to a cliff edge or driving fast around a bend.) Physiological changes are correlated with these biological preparations to protect one-self from danger. We present a novel approach to reinforcement learning that leverages a task-independent intrinsic reward function trained on peripheral pulse measurements that are correlated with human autonomic nervous system responses. Our hypothesis is that such reward functions can circumvent the challenges associated with sparse and skewed rewards in reinforcement learning settings and can help improve sample efficiency. We test this in a simulated driving environment and show that it can increase the speed of learning and reduce the number of collisions during the learning stage.
[ { "version": "v1", "created": "Fri, 25 May 2018 04:22:31 GMT" }, { "version": "v2", "created": "Fri, 22 Mar 2019 03:30:42 GMT" } ]
1,553,472,000,000
[ [ "McDuff", "Daniel", "" ], [ "Kapoor", "Ashish", "" ] ]
1805.09979
Armin Haller
Krzysztof Janowicz, Armin Haller, Simon J D Cox, Danh Le Phuoc, Maxime Lefrancois
SOSA: A Lightweight Ontology for Sensors, Observations, Samples, and Actuators
null
Journal of Web Semantics, 2018
10.1016/j.websem.2018.06.003
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Sensor, Observation, Sample, and Actuator (SOSA) ontology provides a formal but lightweight general-purpose specification for modeling the interaction between the entities involved in the acts of observation, actuation, and sampling. SOSA is the result of rethinking the W3C-XG Semantic Sensor Network (SSN) ontology based on changes in scope and target audience, technical developments, and lessons learned over the past years. SOSA also acts as a replacement of SSN's Stimulus Sensor Observation (SSO) core. It has been developed by the first joint working group of the Open Geospatial Consortium (OGC) and the World Wide Web Consortium (W3C) on \emph{Spatial Data on the Web}. In this work, we motivate the need for SOSA, provide an overview of the main classes and properties, and briefly discuss its integration with the new release of the SSN ontology as well as various other alignments to specifications such as OGC's Observations and Measurements (O\&M), Dolce-Ultralite (DUL), and other prominent ontologies. We will also touch upon common modeling problems and application areas related to publishing and searching observation, sampling, and actuation data on the Web. The SOSA ontology and standard can be accessed at \url{https://www.w3.org/TR/vocab-ssn/}.
[ { "version": "v1", "created": "Fri, 25 May 2018 04:41:54 GMT" }, { "version": "v2", "created": "Tue, 25 Dec 2018 10:13:53 GMT" } ]
1,545,868,800,000
[ [ "Janowicz", "Krzysztof", "" ], [ "Haller", "Armin", "" ], [ "Cox", "Simon J D", "" ], [ "Phuoc", "Danh Le", "" ], [ "Lefrancois", "Maxime", "" ] ]
1805.10000
Yang Yu
Jing-Cheng Shi, Yang Yu, Qing Da, Shi-Yong Chen, An-Xiang Zeng
Virtual-Taobao: Virtualizing Real-world Online Retail Environment for Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Applying reinforcement learning in physical-world tasks is extremely challenging. It is commonly infeasible to sample a large number of trials, as required by current reinforcement learning methods, in a physical environment. This paper reports our project on using reinforcement learning for better commodity search in Taobao, one of the largest online retail platforms and meanwhile a physical environment with a high sampling cost. Instead of training reinforcement learning in Taobao directly, we present our approach: first we build Virtual Taobao, a simulator learned from historical customer behavior data through the proposed GAN-SD (GAN for Simulating Distributions) and MAIL (multi-agent adversarial imitation learning), and then we train policies in Virtual Taobao with no physical costs in which ANC (Action Norm Constraint) strategy is proposed to reduce over-fitting. In experiments, Virtual Taobao is trained from hundreds of millions of customers' records, and its properties are compared with the real environment. The results disclose that Virtual Taobao faithfully recovers important properties of the real environment. We also show that the policies trained in Virtual Taobao can have significantly superior online performance to the traditional supervised approaches. We hope our work could shed some light on reinforcement learning applications in complex physical environments.
[ { "version": "v1", "created": "Fri, 25 May 2018 06:39:31 GMT" } ]
1,527,465,600,000
[ [ "Shi", "Jing-Cheng", "" ], [ "Yu", "Yang", "" ], [ "Da", "Qing", "" ], [ "Chen", "Shi-Yong", "" ], [ "Zeng", "An-Xiang", "" ] ]
1805.10461
V\'ictor Guti\'errez-Basulto
V\'ictor Guti\'errez-Basulto and Steven Schockaert
From Knowledge Graph Embedding to Ontology Embedding? An Analysis of the Compatibility between Vector Space Representations and Rules
Full version of a paper accepted at KR-2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Recent years have witnessed the successful application of low-dimensional vector space representations of knowledge graphs to predict missing facts or find erroneous ones. However, it is not yet well-understood to what extent ontological knowledge, e.g. given as a set of (existential) rules, can be embedded in a principled way. To address this shortcoming, in this paper we introduce a general framework based on a view of relations as regions, which allows us to study the compatibility between ontological knowledge and different types of vector space embeddings. Our technical contribution is two-fold. First, we show that some of the most popular existing embedding methods are not capable of modelling even very simple types of rules, which in particular also means that they are not able to learn the type of dependencies captured by such rules. Second, we study a model in which relations are modelled as convex regions. We show particular that ontologies which are expressed using so-called quasi-chained existential rules can be exactly represented using convex regions, such that any set of facts which is induced using that vector space embedding is logically consistent and deductively closed with respect to the input ontology.
[ { "version": "v1", "created": "Sat, 26 May 2018 10:56:47 GMT" }, { "version": "v2", "created": "Tue, 7 Aug 2018 05:35:21 GMT" }, { "version": "v3", "created": "Tue, 21 Aug 2018 14:21:04 GMT" } ]
1,534,896,000,000
[ [ "Gutiérrez-Basulto", "Víctor", "" ], [ "Schockaert", "Steven", "" ] ]
1805.10587
Jiewen Wu
Freddy Lecue and Jiewen Wu
Semantic Explanations of Predictions
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The main objective of explanations is to transmit knowledge to humans. This work proposes to construct informative explanations for predictions made from machine learning models. Motivated by the observations from social sciences, our approach selects data points from the training sample that exhibit special characteristics crucial for explanation, for instance, ones contrastive to the classification prediction and ones representative of the models. Subsequently, semantic concepts are derived from the selected data points through the use of domain ontologies. These concepts are filtered and ranked to produce informative explanations that improves human understanding. The main features of our approach are that (1) knowledge about explanations is captured in the form of ontological concepts, (2) explanations include contrastive evidences in addition to normal evidences, and (3) explanations are user relevant.
[ { "version": "v1", "created": "Sun, 27 May 2018 06:55:15 GMT" } ]
1,527,552,000,000
[ [ "Lecue", "Freddy", "" ], [ "Wu", "Jiewen", "" ] ]
1805.10768
Heonseok Ha
Heonseok Ha, Uiwon Hwang, Yongjun Hong, Jahee Jang, Sungroh Yoon
Deep Trustworthy Knowledge Tracing
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Knowledge tracing (KT), a key component of an intelligent tutoring system, is a machine learning technique that estimates the mastery level of a student based on his/her past performance. The objective of KT is to predict a student's response to the next question. Compared with traditional KT models, deep learning-based KT (DLKT) models show better predictive performance because of the representation power of deep neural networks. Various methods have been proposed to improve the performance of DLKT, but few studies have been conducted on the reliability of DLKT. In this work, we claim that the existing DLKTs are not reliable in real education environments. To substantiate the claim, we show limitations of DLKT from various perspectives such as knowledge state update failure, catastrophic forgetting, and non-interpretability. We then propose a novel regularization to address these problems. The proposed method allows us to achieve trustworthy DLKT. In addition, the proposed model which is trained on scenarios with forgetting can also be easily extended to scenarios without forgetting.
[ { "version": "v1", "created": "Mon, 28 May 2018 04:50:24 GMT" }, { "version": "v2", "created": "Mon, 1 Oct 2018 02:56:16 GMT" }, { "version": "v3", "created": "Wed, 18 Sep 2019 04:49:53 GMT" } ]
1,568,851,200,000
[ [ "Ha", "Heonseok", "" ], [ "Hwang", "Uiwon", "" ], [ "Hong", "Yongjun", "" ], [ "Jang", "Jahee", "" ], [ "Yoon", "Sungroh", "" ] ]
1805.10820
Riccardo Guidotti
Riccardo Guidotti, Anna Monreale, Salvatore Ruggieri, Dino Pedreschi, Franco Turini, Fosca Giannotti
Local Rule-Based Explanations of Black Box Decision Systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The recent years have witnessed the rise of accurate but obscure decision systems which hide the logic of their internal decision processes to the users. The lack of explanations for the decisions of black box systems is a key ethical issue, and a limitation to the adoption of machine learning components in socially sensitive and safety-critical contexts. %Therefore, we need explanations that reveals the reasons why a predictor takes a certain decision. In this paper we focus on the problem of black box outcome explanation, i.e., explaining the reasons of the decision taken on a specific instance. We propose LORE, an agnostic method able to provide interpretable and faithful explanations. LORE first leans a local interpretable predictor on a synthetic neighborhood generated by a genetic algorithm. Then it derives from the logic of the local interpretable predictor a meaningful explanation consisting of: a decision rule, which explains the reasons of the decision; and a set of counterfactual rules, suggesting the changes in the instance's features that lead to a different outcome. Wide experiments show that LORE outperforms existing methods and baselines both in the quality of explanations and in the accuracy in mimicking the black box.
[ { "version": "v1", "created": "Mon, 28 May 2018 08:56:40 GMT" } ]
1,527,552,000,000
[ [ "Guidotti", "Riccardo", "" ], [ "Monreale", "Anna", "" ], [ "Ruggieri", "Salvatore", "" ], [ "Pedreschi", "Dino", "" ], [ "Turini", "Franco", "" ], [ "Giannotti", "Fosca", "" ] ]
1805.10872
Robin Manhaeve
Robin Manhaeve, Sebastijan Duman\v{c}i\'c, Angelika Kimmig, Thomas Demeester, Luc De Raedt
DeepProbLog: Neural Probabilistic Logic Programming
Accepted for spotlight at NeurIPS 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce DeepProbLog, a probabilistic logic programming language that incorporates deep learning by means of neural predicates. We show how existing inference and learning techniques can be adapted for the new language. Our experiments demonstrate that DeepProbLog supports both symbolic and subsymbolic representations and inference, 1) program induction, 2) probabilistic (logic) programming, and 3) (deep) learning from examples. To the best of our knowledge, this work is the first to propose a framework where general-purpose neural networks and expressive probabilistic-logical modeling and reasoning are integrated in a way that exploits the full expressiveness and strengths of both worlds and can be trained end-to-end based on examples.
[ { "version": "v1", "created": "Mon, 28 May 2018 11:33:00 GMT" }, { "version": "v2", "created": "Wed, 12 Dec 2018 09:56:40 GMT" } ]
1,544,659,200,000
[ [ "Manhaeve", "Robin", "" ], [ "Dumančić", "Sebastijan", "" ], [ "Kimmig", "Angelika", "" ], [ "Demeester", "Thomas", "" ], [ "De Raedt", "Luc", "" ] ]
1805.10900
Richard Forster
Richard Forster, Agnes Fulop
Hierarchical clustering with deep Q-learning
Submitted for review
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The reconstruction and analyzation of high energy particle physics data is just as important as the analyzation of the structure in real world networks. In a previous study it was explored how hierarchical clustering algorithms can be combined with kt cluster algorithms to provide a more generic clusterization method. Building on that, this paper explores the possibilities to involve deep learning in the process of cluster computation, by applying reinforcement learning techniques. The result is a model, that by learning on a modest dataset of 10; 000 nodes during 70 epochs can reach 83; 77% precision in predicting the appropriate clusters.
[ { "version": "v1", "created": "Mon, 28 May 2018 12:59:51 GMT" } ]
1,527,552,000,000
[ [ "Forster", "Richard", "" ], [ "Fulop", "Agnes", "" ] ]
1805.10966
German I. Parisi
German I. Parisi, Jun Tani, Cornelius Weber, Stefan Wermter
Lifelong Learning of Spatiotemporal Representations with Dual-Memory Recurrent Self-Organization
null
Parisi GI, Tani J, Weber C and Wermter S (2018) Lifelong Learning of Spatiotemporal Representations With Dual-Memory Recurrent Self-Organization. Front. Neurorobot. 12:78
10.3389/fnbot.2018.00078
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Artificial autonomous agents and robots interacting in complex environments are required to continually acquire and fine-tune knowledge over sustained periods of time. The ability to learn from continuous streams of information is referred to as lifelong learning and represents a long-standing challenge for neural network models due to catastrophic forgetting. Computational models of lifelong learning typically alleviate catastrophic forgetting in experimental scenarios with given datasets of static images and limited complexity, thereby differing significantly from the conditions artificial agents are exposed to. In more natural settings, sequential information may become progressively available over time and access to previous experience may be restricted. In this paper, we propose a dual-memory self-organizing architecture for lifelong learning scenarios. The architecture comprises two growing recurrent networks with the complementary tasks of learning object instances (episodic memory) and categories (semantic memory). Both growing networks can expand in response to novel sensory experience: the episodic memory learns fine-grained spatiotemporal representations of object instances in an unsupervised fashion while the semantic memory uses task-relevant signals to regulate structural plasticity levels and develop more compact representations from episodic experience. For the consolidation of knowledge in the absence of external sensory input, the episodic memory periodically replays trajectories of neural reactivations. We evaluate the proposed model on the CORe50 benchmark dataset for continuous object recognition, showing that we significantly outperform current methods of lifelong learning in three different incremental learning scenarios
[ { "version": "v1", "created": "Mon, 28 May 2018 15:08:19 GMT" }, { "version": "v2", "created": "Mon, 24 Sep 2018 20:17:54 GMT" }, { "version": "v3", "created": "Tue, 30 Oct 2018 18:58:01 GMT" }, { "version": "v4", "created": "Wed, 19 Dec 2018 00:41:53 GMT" } ]
1,545,264,000,000
[ [ "Parisi", "German I.", "" ], [ "Tani", "Jun", "" ], [ "Weber", "Cornelius", "" ], [ "Wermter", "Stefan", "" ] ]
1805.11375
Mohit Kumar
Mohit Kumar, Stefano Teso, Luc De Raedt
Automating Personnel Rostering by Learning Constraints Using Tensors
4 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Many problems in operations research require that constraints be specified in the model. Determining the right constraints is a hard and laborsome task. We propose an approach to automate this process using artificial intelligence and machine learning principles. So far there has been only little work on learning constraints within the operations research community. We focus on personnel rostering and scheduling problems in which there are often past schedules available and show that it is possible to automatically learn constraints from such examples. To realize this, we adapted some techniques from the constraint programming community and we have extended them in order to cope with multidimensional examples. The method uses a tensor representation of the example, which helps in capturing the dimensionality as well as the structure of the example, and applies tensor operations to find the constraints that are satisfied by the example. To evaluate the proposed algorithm, we used constraints from the Nurse Rostering Competition and generated solutions that satisfy these constraints; these solutions were then used as examples to learn constraints. Experiments demonstrate that the proposed algorithm is capable of producing human readable constraints that capture the underlying characteristics of the examples.
[ { "version": "v1", "created": "Tue, 29 May 2018 12:04:13 GMT" } ]
1,527,638,400,000
[ [ "Kumar", "Mohit", "" ], [ "Teso", "Stefano", "" ], [ "De Raedt", "Luc", "" ] ]
1805.11548
Luchen Li
Luchen Li and Matthieu Komorowski and Aldo A. Faisal
The Actor Search Tree Critic (ASTC) for Off-Policy POMDP Learning in Medical Decision Making
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Off-policy reinforcement learning enables near-optimal policy from suboptimal experience, thereby provisions opportunity for artificial intelligence applications in healthcare. Previous works have mainly framed patient-clinician interactions as Markov decision processes, while true physiological states are not necessarily fully observable from clinical data. We capture this situation with partially observable Markov decision process, in which an agent optimises its actions in a belief represented as a distribution of patient states inferred from individual history trajectories. A Gaussian mixture model is fitted for the observed data. Moreover, we take into account the fact that nuance in pharmaceutical dosage could presumably result in significantly different effect by modelling a continuous policy through a Gaussian approximator directly in the policy space, i.e. the actor. To address the challenge of infinite number of possible belief states which renders exact value iteration intractable, we evaluate and plan for only every encountered belief, through heuristic search tree by tightly maintaining lower and upper bounds of the true value of belief. We further resort to function approximations to update value bounds estimation, i.e. the critic, so that the tree search can be improved through more compact bounds at the fringe nodes that will be back-propagated to the root. Both actor and critic parameters are learned via gradient-based approaches. Our proposed policy trained from real intensive care unit data is capable of dictating dosing on vasopressors and intravenous fluids for sepsis patients that lead to the best patient outcomes.
[ { "version": "v1", "created": "Tue, 29 May 2018 15:55:33 GMT" }, { "version": "v2", "created": "Thu, 31 May 2018 09:06:43 GMT" }, { "version": "v3", "created": "Sun, 3 Jun 2018 16:37:31 GMT" } ]
1,528,156,800,000
[ [ "Li", "Luchen", "" ], [ "Komorowski", "Matthieu", "" ], [ "Faisal", "Aldo A.", "" ] ]
1805.11555
Neil Urquhart
Neil Urquhart, Emma Hart
Optimisation and Illumination of a Real-world Workforce Scheduling and Routing Application via Map-Elites
This is pre-print, a link to the published version will be added when it is published
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Workforce Scheduling and Routing Problems (WSRP) are very common in many practical domains, and usually, have a number of objectives. Illumination algorithms such as Map-Elites (ME) have recently gained traction in application to {\em design} problems, in providing multiple diverse solutions as well as illuminating the solution space in terms of user-defined characteristics, but typically require significant computational effort to produce the solution archive. We investigate whether ME can provide an effective approach to solving WSRP, a {\em repetitive} problem in which solutions have to be produced quickly and often. The goals of the paper are two-fold. The first is to evaluate whether ME can provide solutions of competitive quality to an Evolutionary Algorithm (EA) in terms of a single objective function, and the second to examine its ability to provide a repertoire of solutions that maximise user choice. We find that very small computational budgets favour the EA in terms of quality, but ME outperforms the EA at larger budgets, provides a more diverse array of solutions, and lends insight to the end-user.
[ { "version": "v1", "created": "Tue, 29 May 2018 16:03:06 GMT" } ]
1,527,638,400,000
[ [ "Urquhart", "Neil", "" ], [ "Hart", "Emma", "" ] ]
1805.11648
Michael Hind
Noel C. F. Codella, Michael Hind, Karthikeyan Natesan Ramamurthy, Murray Campbell, Amit Dhurandhar, Kush R. Varshney, Dennis Wei, Aleksandra Mojsilovic
Teaching Meaningful Explanations
9 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The adoption of machine learning in high-stakes applications such as healthcare and law has lagged in part because predictions are not accompanied by explanations comprehensible to the domain user, who often holds the ultimate responsibility for decisions and outcomes. In this paper, we propose an approach to generate such explanations in which training data is augmented to include, in addition to features and labels, explanations elicited from domain users. A joint model is then learned to produce both labels and explanations from the input features. This simple idea ensures that explanations are tailored to the complexity expectations and domain knowledge of the consumer. Evaluation spans multiple modeling techniques on a game dataset, a (visual) aesthetics dataset, a chemical odor dataset and a Melanoma dataset showing that our approach is generalizable across domains and algorithms. Results demonstrate that meaningful explanations can be reliably taught to machine learning algorithms, and in some cases, also improve modeling accuracy.
[ { "version": "v1", "created": "Tue, 29 May 2018 18:35:44 GMT" }, { "version": "v2", "created": "Tue, 11 Sep 2018 01:44:51 GMT" } ]
1,536,710,400,000
[ [ "Codella", "Noel C. F.", "" ], [ "Hind", "Michael", "" ], [ "Ramamurthy", "Karthikeyan Natesan", "" ], [ "Campbell", "Murray", "" ], [ "Dhurandhar", "Amit", "" ], [ "Varshney", "Kush R.", "" ], [ "Wei", "Dennis", "" ], [ "Mojsilovic", "Aleksandra", "" ] ]
1805.11768
Michael Green
Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, and Julian Togelius
"Press Space to Fire": Automatic Video Game Tutorial Generation
6 pages, 4 figures, 1 table, Published at the EXAG workshop as a part of AIIDE 2017
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions of game rules, generating instructive game levels, and generating demonstrations of how to play a game using agents that play in a human-like manner. We further argue that the General Video Game AI framework provides a useful testbed for addressing this problem.
[ { "version": "v1", "created": "Wed, 30 May 2018 01:21:33 GMT" } ]
1,527,724,800,000
[ [ "Green", "Michael Cerny", "" ], [ "Khalifa", "Ahmed", "" ], [ "Barros", "Gabriella A. B.", "" ], [ "Togelius", "Julian", "" ] ]
1805.11820
Christian Blum
Christian Blum and Haroldo Gambini Santos
Generic CP-Supported CMSA for Binary Integer Linear Programs
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Construct, Merge, Solve and Adapt (CMSA) is a general hybrid metaheuristic for solving combinatorial optimization problems. At each iteration, CMSA (1) constructs feasible solutions to the tackled problem instance in a probabilistic way and (2) solves a reduced problem instance (if possible) to optimality. The construction of feasible solutions is hereby problem-specific, usually involving a fast greedy heuristic. The goal of this paper is to design a problem-agnostic CMSA variant whose exclusive input is an integer linear program (ILP). In order to reduce the complexity of this task, the current study is restricted to binary ILPs. In addition to a basic problem-agnostic CMSA variant, we also present an extended version that makes use of a constraint propagation engine for constructing solutions. The results show that our technique is able to match the upper bounds of the standalone application of CPLEX in the context of rather easy-to-solve instances, while it generally outperforms the standalone application of CPLEX in the context of hard instances. Moreover, the results indicate that the support of the constraint propagation engine is useful in the context of problems for which finding feasible solutions is rather difficult.
[ { "version": "v1", "created": "Wed, 30 May 2018 06:22:34 GMT" } ]
1,527,724,800,000
[ [ "Blum", "Christian", "" ], [ "Santos", "Haroldo Gambini", "" ] ]
1805.12069
Eray Ozkural
Eray \"Ozkural
Omega: An Architecture for AI Unification
This is a high-level overview of the Omega AGI architecture which is the basis of a data science automation system. Submitted to a workshop
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce the open-ended, modular, self-improving Omega AI unification architecture which is a refinement of Solomonoff's Alpha architecture, as considered from first principles. The architecture embodies several crucial principles of general intelligence including diversity of representations, diversity of data types, integrated memory, modularity, and higher-order cognition. We retain the basic design of a fundamental algorithmic substrate called an "AI kernel" for problem solving and basic cognitive functions like memory, and a larger, modular architecture that re-uses the kernel in many ways. Omega includes eight representation languages and six classes of neural networks, which are briefly introduced. The architecture is intended to initially address data science automation, hence it includes many problem solving methods for statistical tasks. We review the broad software architecture, higher-order cognition, self-improvement, modular neural architectures, intelligent agents, the process and memory hierarchy, hardware abstraction, peer-to-peer computing, and data abstraction facility.
[ { "version": "v1", "created": "Wed, 16 May 2018 22:08:28 GMT" } ]
1,527,724,800,000
[ [ "Özkural", "Eray", "" ] ]
1805.12402
Ernesto Jimenez-Ruiz
Ernesto Jimenez-Ruiz and Asan Agibetov and Matthias Samwald and Valerie Cross
Breaking-down the Ontology Alignment Task with a Lexical Index and Neural Embeddings
null
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
Large ontologies still pose serious challenges to state-of-the-art ontology alignment systems. In the paper we present an approach that combines a lexical index, a neural embedding model and locality modules to effectively divide an input ontology matching task into smaller and more tractable matching (sub)tasks. We have conducted a comprehensive evaluation using the datasets of the Ontology Alignment Evaluation Initiative. The results are encouraging and suggest that the proposed methods are adequate in practice and can be integrated within the workflow of state-of-the-art systems.
[ { "version": "v1", "created": "Thu, 31 May 2018 09:57:01 GMT" } ]
1,527,811,200,000
[ [ "Jimenez-Ruiz", "Ernesto", "" ], [ "Agibetov", "Asan", "" ], [ "Samwald", "Matthias", "" ], [ "Cross", "Valerie", "" ] ]
1805.12495
Reza Shahbazi
Reza Shahbazi
Invariant Representation of Mathematical Expressions
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While there exist many methods in machine learning for comparison of letter string data, most are better equipped to handle strings that represent natural language, and their performance will not hold up when presented with strings that correspond to mathematical expressions. Based on the graphical representation of the expression tree, here we propose a simple method for encoding such expressions that is only sensitive to their structural properties, and invariant to the specifics which can vary between two seemingly different, but semantically similar mathematical expressions.
[ { "version": "v1", "created": "Tue, 29 May 2018 22:48:59 GMT" }, { "version": "v2", "created": "Thu, 11 Feb 2021 20:44:04 GMT" } ]
1,613,347,200,000
[ [ "Shahbazi", "Reza", "" ] ]
1805.12565
Tal Friedman
Tal Friedman, Guy Van den Broeck
Approximate Knowledge Compilation by Online Collapsed Importance Sampling
paper + supplementary material
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce collapsed compilation, a novel approximate inference algorithm for discrete probabilistic graphical models. It is a collapsed sampling algorithm that incrementally selects which variable to sample next based on the partial sample obtained so far. This online collapsing, together with knowledge compilation inference on the remaining variables, naturally exploits local structure and context- specific independence in the distribution. These properties are naturally exploited in exact inference, but are difficult to harness for approximate inference. More- over, by having a partially compiled circuit available during sampling, collapsed compilation has access to a highly effective proposal distribution for importance sampling. Our experimental evaluation shows that collapsed compilation performs well on standard benchmarks. In particular, when the amount of exact inference is equally limited, collapsed compilation is competitive with the state of the art, and outperforms it on several benchmarks.
[ { "version": "v1", "created": "Thu, 31 May 2018 17:13:13 GMT" } ]
1,527,811,200,000
[ [ "Friedman", "Tal", "" ], [ "Broeck", "Guy Van den", "" ] ]
1806.00119
Christoph Redl
Christoph Redl
Technical Report: Inconsistency in Answer Set Programs and Extensions
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Answer Set Programming (ASP) is a well-known problem solving approach based on nonmonotonic logic programs. HEX-programs extend ASP with external atoms for accessing arbitrary external information, which can introduce values that do not appear in the input program. In this work we consider inconsistent ASP- and HEX-programs, i.e., programs without answer sets. We study characterizations of inconsistency, introduce a novel notion for explaining inconsistencies in terms of input facts, analyze the complexity of reasoning tasks in context of inconsistency analysis, and present techniques for computing inconsistency reasons. This theoretical work is motivated by two concrete applications, which we also present. The first one is the new modeling technique of query answering over subprograms as a convenient alternative to the well-known saturation technique. The second application is a new evaluation algorithm for HEX-programs based on conflict-driven learning for programs with multiple components: while for certain program classes previous techniques suffer an evaluation bottleneck, the new approach shows significant, potentially exponential speedup in our experiments. Since well-known ASP extensions such as constraint ASP and DL-programs correspond to special cases of HEX, all presented results are interesting beyond the specific formalism.
[ { "version": "v1", "created": "Thu, 31 May 2018 22:11:21 GMT" } ]
1,528,070,400,000
[ [ "Redl", "Christoph", "" ] ]
1806.00175
Ramtin Keramati
Ramtin Keramati, Jay Whang, Patrick Cho, Emma Brunskill
Fast Exploration with Simplified Models and Approximately Optimistic Planning in Model Based Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Humans learn to play video games significantly faster than the state-of-the-art reinforcement learning (RL) algorithms. People seem to build simple models that are easy to learn to support planning and strategic exploration. Inspired by this, we investigate two issues in leveraging model-based RL for sample efficiency. First we investigate how to perform strategic exploration when exact planning is not feasible and empirically show that optimistic Monte Carlo Tree Search outperforms posterior sampling methods. Second we show how to learn simple deterministic models to support fast learning using object representation. We illustrate the benefit of these ideas by introducing a novel algorithm, Strategic Object Oriented Reinforcement Learning (SOORL), that outperforms state-of-the-art algorithms in the game of Pitfall! in less than 50 episodes.
[ { "version": "v1", "created": "Fri, 1 Jun 2018 02:54:06 GMT" }, { "version": "v2", "created": "Mon, 26 Nov 2018 04:56:07 GMT" } ]
1,543,276,800,000
[ [ "Keramati", "Ramtin", "" ], [ "Whang", "Jay", "" ], [ "Cho", "Patrick", "" ], [ "Brunskill", "Emma", "" ] ]
1806.00340
Luke Oakden-Rayner
William Gale, Luke Oakden-Rayner, Gustavo Carneiro, Andrew P Bradley, Lyle J Palmer
Producing radiologist-quality reports for interpretable artificial intelligence
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Current approaches to explaining the decisions of deep learning systems for medical tasks have focused on visualising the elements that have contributed to each decision. We argue that such approaches are not enough to "open the black box" of medical decision making systems because they are missing a key component that has been used as a standard communication tool between doctors for centuries: language. We propose a model-agnostic interpretability method that involves training a simple recurrent neural network model to produce descriptive sentences to clarify the decision of deep learning classifiers. We test our method on the task of detecting hip fractures from frontal pelvic x-rays. This process requires minimal additional labelling despite producing text containing elements that the original deep learning classification model was not specifically trained to detect. The experimental results show that: 1) the sentences produced by our method consistently contain the desired information, 2) the generated sentences are preferred by doctors compared to current tools that create saliency maps, and 3) the combination of visualisations and generated text is better than either alone.
[ { "version": "v1", "created": "Fri, 1 Jun 2018 13:47:12 GMT" } ]
1,528,070,400,000
[ [ "Gale", "William", "" ], [ "Oakden-Rayner", "Luke", "" ], [ "Carneiro", "Gustavo", "" ], [ "Bradley", "Andrew P", "" ], [ "Palmer", "Lyle J", "" ] ]
1806.00352
Mieczys{\l}aw K{\l}opotek
Mieczys{\l}aw A. K{\l}opotek
Too Fast Causal Inference under Causal Insufficiency
40 pages. arXiv admin note: text overlap with arXiv:1705.10308
null
null
ICS-PAS Reports 761/94
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Causally insufficient structures (models with latent or hidden variables, or with confounding etc.) of joint probability distributions have been subject of intense study not only in statistics, but also in various AI systems. In AI, belief networks, being representations of joint probability distribution with an underlying directed acyclic graph structure, are paid special attention due to the fact that efficient reasoning (uncertainty propagation) methods have been developed for belief network structures. Algorithms have been therefore developed to acquire the belief network structure from data. As artifacts due to variable hiding negatively influence the performance of derived belief networks, models with latent variables have been studied and several algorithms for learning belief network structure under causal insufficiency have also been developed. Regrettably, some of them are known already to be erroneous (e.g. IC algorithm of [Pearl:Verma:91]. This paper is devoted to another algorithm, the Fast Causal Inference (FCI) Algorithm of [Spirtes:93]. It is proven by a specially constructed example that this algorithm, as it stands in [Spirtes:93], is also erroneous. Fundamental reason for failure of this algorithm is the temporary introduction of non-real links between nodes of the network with the intention of later removal. While for trivial dependency structures these non-real links may be actually removed, this may not be the case for complex ones, e.g. for the case described in this paper. A remedy of this failure is proposed.
[ { "version": "v1", "created": "Wed, 30 May 2018 19:32:39 GMT" } ]
1,528,070,400,000
[ [ "Kłopotek", "Mieczysław A.", "" ] ]
1806.00553
Christopher Stanton
Christopher Stanton and Jeff Clune
Deep Curiosity Search: Intra-Life Exploration Can Improve Performance on Challenging Deep Reinforcement Learning Problems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Traditional exploration methods in RL require agents to perform random actions to find rewards. But these approaches struggle on sparse-reward domains like Montezuma's Revenge where the probability that any random action sequence leads to reward is extremely low. Recent algorithms have performed well on such tasks by encouraging agents to visit new states or perform new actions in relation to all prior training episodes (which we call across-training novelty). But such algorithms do not consider whether an agent exhibits intra-life novelty: doing something new within the current episode, regardless of whether those behaviors have been performed in previous episodes. We hypothesize that across-training novelty might discourage agents from revisiting initially non-rewarding states that could become important stepping stones later in training. We introduce Deep Curiosity Search (DeepCS), which encourages intra-life exploration by rewarding agents for visiting as many different states as possible within each episode, and show that DeepCS matches the performance of current state-of-the-art methods on Montezuma's Revenge. We further show that DeepCS improves exploration on Amidar, Freeway, Gravitar, and Tutankham (many of which are hard exploration games). Surprisingly, DeepCS doubles A2C performance on Seaquest, a game we would not have expected to benefit from intra-life exploration because the arena is small and already easily navigated by naive exploration techniques. In one run, DeepCS achieves a maximum training score of 80,000 points on Seaquest, higher than any methods other than Ape-X. The strong performance of DeepCS on these sparse- and dense-reward tasks suggests that encouraging intra-life novelty is an interesting, new approach for improving performance in Deep RL and motivates further research into hybridizing across-training and intra-life exploration methods.
[ { "version": "v1", "created": "Fri, 1 Jun 2018 22:09:51 GMT" }, { "version": "v2", "created": "Mon, 22 Oct 2018 17:23:01 GMT" }, { "version": "v3", "created": "Sat, 24 Nov 2018 00:29:31 GMT" } ]
1,543,276,800,000
[ [ "Stanton", "Christopher", "" ], [ "Clune", "Jeff", "" ] ]
1806.00610
Fernando Mart\'inez Plumed
Fernando Mart\'inez-Plumed, Shahar Avin, Miles Brundage, Allan Dafoe, Sean \'O h\'Eigeartaigh, Jos\'e Hern\'andez-Orallo
Between Progress and Potential Impact of AI: the Neglected Dimensions
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We reframe the analysis of progress in AI by incorporating into an overall framework both the task performance of a system, and the time and resource costs incurred in the development and deployment of the system. These costs include: data, expert knowledge, human oversight, software resources, computing cycles, hardware and network facilities, and (what kind of) time. These costs are distributed over the life cycle of the system, and may place differing demands on different developers and users. The multidimensional performance and cost space we present can be collapsed to a single utility metric that measures the value of the system for different stakeholders. Even without a single utility function, AI advances can be generically assessed by whether they expand the Pareto surface. We label these types of costs as neglected dimensions of AI progress, and explore them using four case studies: Alpha* (Go, Chess, and other board games), ALE (Atari games), ImageNet (Image classification) and Virtual Personal Assistants (Siri, Alexa, Cortana, and Google Assistant). This broader model of progress in AI will lead to novel ways of estimating the potential societal use and impact of an AI system, and the establishment of milestones for future progress.
[ { "version": "v1", "created": "Sat, 2 Jun 2018 09:21:12 GMT" }, { "version": "v2", "created": "Sat, 2 Jul 2022 09:54:55 GMT" } ]
1,656,979,200,000
[ [ "Martínez-Plumed", "Fernando", "" ], [ "Avin", "Shahar", "" ], [ "Brundage", "Miles", "" ], [ "Dafoe", "Allan", "" ], [ "hÉigeartaigh", "Sean Ó", "" ], [ "Hernández-Orallo", "José", "" ] ]
1806.00683
Vijaya Sai Krishna Gottipati
Sai Krishna G.V., Kyle Goyette, Ahmad Chamseddine, Breandan Considine
Deep Pepper: Expert Iteration based Chess agent in the Reinforcement Learning Setting
Tabula Rasa, Chess engine, Learning Fast and Slow, Reinforcement Learning, Alpha Zero
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
An almost-perfect chess playing agent has been a long standing challenge in the field of Artificial Intelligence. Some of the recent advances demonstrate we are approaching that goal. In this project, we provide methods for faster training of self-play style algorithms, mathematical details of the algorithm used, various potential future directions, and discuss most of the relevant work in the area of computer chess. Deep Pepper uses embedded knowledge to accelerate the training of the chess engine over a "tabula rasa" system such as Alpha Zero. We also release our code to promote further research.
[ { "version": "v1", "created": "Sat, 2 Jun 2018 18:35:37 GMT" }, { "version": "v2", "created": "Wed, 17 Oct 2018 21:01:36 GMT" } ]
1,539,907,200,000
[ [ "V.", "Sai Krishna G.", "" ], [ "Goyette", "Kyle", "" ], [ "Chamseddine", "Ahmad", "" ], [ "Considine", "Breandan", "" ] ]
1806.00882
Mohammad-Ali Javidian
Mohammad Ali Javidian and Marco Valtorta
Structural Learning of Multivariate Regression Chain Graphs via Decomposition
19 pages, 6 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We extend the decomposition approach for learning Bayesian networks (BNs) proposed by (Xie et. al.) to learning multivariate regression chain graphs (MVR CGs), which include BNs as a special case. The same advantages of this decomposition approach hold in the more general setting: reduced complexity and increased power of computational independence tests. Moreover, latent (hidden) variables can be represented in MVR CGs by using bidirected edges, and our algorithm correctly recovers any independence structure that is faithful to an MVR CG, thus greatly extending the range of applications of decomposition-based model selection techniques. Simulations under a variety of settings demonstrate the competitive performance of our method in comparison with the PC-like algorithm (Sonntag and Pena). In fact, the decomposition-based algorithm usually outperforms the PC-like algorithm except in running time. The performance of both algorithms is much better when the underlying graph is sparse.
[ { "version": "v1", "created": "Sun, 3 Jun 2018 21:26:36 GMT" }, { "version": "v2", "created": "Mon, 24 Feb 2020 19:08:21 GMT" } ]
1,582,675,200,000
[ [ "Javidian", "Mohammad Ali", "" ], [ "Valtorta", "Marco", "" ] ]
1806.01130
Ludmila Kuncheva
Julian Zubek and Ludmila Kuncheva
Learning from Exemplars and Prototypes in Machine Learning and Psychology
17 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper draws a parallel between similarity-based categorisation models developed in cognitive psychology and the nearest neighbour classifier (1-NN) in machine learning. Conceived as a result of the historical rivalry between prototype theories (abstraction) and exemplar theories (memorisation), recent models of human categorisation seek a compromise in-between. Regarding the stimuli (entities to be categorised) as points in a metric space, machine learning offers a large collection of methods to select a small, representative and discriminative point set. These methods are known under various names: instance selection, data editing, prototype selection, prototype generation or prototype replacement. The nearest neighbour classifier is used with the selected reference set. Such a set can be interpreted as a data-driven categorisation model. We juxtapose the models from the two fields to enable cross-referencing. We believe that both machine learning and cognitive psychology can draw inspiration from the comparison and enrich their repertoire of similarity-based models.
[ { "version": "v1", "created": "Mon, 4 Jun 2018 14:05:07 GMT" } ]
1,528,156,800,000
[ [ "Zubek", "Julian", "" ], [ "Kuncheva", "Ludmila", "" ] ]
1806.01151
Ivan Bravi
Ivan Bravi, Jialin Liu, Diego Perez-Liebana, Simon Lucas
Shallow decision-making analysis in General Video Game Playing
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours.
[ { "version": "v1", "created": "Mon, 4 Jun 2018 14:47:46 GMT" } ]
1,528,156,800,000
[ [ "Bravi", "Ivan", "" ], [ "Liu", "Jialin", "" ], [ "Perez-Liebana", "Diego", "" ], [ "Lucas", "Simon", "" ] ]
1806.01387
Christian Guckelsberger
Christian Guckelsberger, Christoph Salge, Julian Togelius
New And Surprising Ways to Be Mean. Adversarial NPCs with Coupled Empowerment Minimisation
IEEE Computational Intelligence and Games (CIG) conference, 2018, Maastricht. 8 pages, 6 figures, 2 tables
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of believable characters, and the inclusion of NPCs in games that rely heavily on procedural content generation. We have previously addressed this challenge by means of empowerment, a model of intrinsic motivation, and demonstrated how a coupled empowerment maximisation (CEM) policy can yield generic, companion-like behaviour. In this paper, we extend the CEM framework with a minimisation policy to give rise to adversarial behaviour. We conduct a qualitative, exploratory study in a dungeon-crawler game, demonstrating that CEM can exploit the affordances of different content facets in adaptive adversarial behaviour without modifications to the policy. Changes to the level design, underlying mechanics and our character's actions do not threaten our NPC's robustness, but yield new and surprising ways to be mean.
[ { "version": "v1", "created": "Mon, 4 Jun 2018 21:02:49 GMT" } ]
1,528,243,200,000
[ [ "Guckelsberger", "Christian", "" ], [ "Salge", "Christoph", "" ], [ "Togelius", "Julian", "" ] ]
1806.01709
Leonidas Doumas
Leonidas A. A. Doumas, Guillermo Puebla, Andrea E. Martin
Human-like generalization in a machine through predicate learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Humans readily generalize, applying prior knowledge to novel situations and stimuli. Advances in machine learning and artificial intelligence have begun to approximate and even surpass human performance, but machine systems reliably struggle to generalize information to untrained situations. We describe a neural network model that is trained to play one video game (Breakout) and demonstrates one-shot generalization to a new game (Pong). The model generalizes by learning representations that are functionally and formally symbolic from training data, without feedback, and without requiring that structured representations be specified a priori. The model uses unsupervised comparison to discover which characteristics of the input are invariant, and to learn relational predicates; it then applies these predicates to arguments in a symbolic fashion, using oscillatory regularities in network firing to dynamically bind predicates to arguments. We argue that models of human cognition must account for far-reaching and flexible generalization, and that in order to do so, models must be able to discover symbolic representations from unstructured data, a process we call predicate learning. Only then can models begin to adequately explain where human-like representations come from, why human cognition is the way it is, and why it continues to differ from machine intelligence in crucial ways.
[ { "version": "v1", "created": "Tue, 5 Jun 2018 14:21:20 GMT" }, { "version": "v2", "created": "Wed, 6 Jun 2018 20:05:11 GMT" }, { "version": "v3", "created": "Thu, 7 Mar 2019 10:41:38 GMT" } ]
1,552,003,200,000
[ [ "Doumas", "Leonidas A. A.", "" ], [ "Puebla", "Guillermo", "" ], [ "Martin", "Andrea E.", "" ] ]
1806.01756
Daniel T Chang
Daniel T Chang
Concept-Oriented Deep Learning
11 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Concepts are the foundation of human deep learning, understanding, and knowledge integration and transfer. We propose concept-oriented deep learning (CODL) which extends (machine) deep learning with concept representations and conceptual understanding capability. CODL addresses some of the major limitations of deep learning: interpretability, transferability, contextual adaptation, and requirement for lots of labeled training data. We discuss the major aspects of CODL including concept graph, concept representations, concept exemplars, and concept representation learning systems supporting incremental and continual learning.
[ { "version": "v1", "created": "Tue, 5 Jun 2018 15:50:30 GMT" } ]
1,528,243,200,000
[ [ "Chang", "Daniel T", "" ] ]
1806.01825
G. Zacharias Holland
G. Zacharias Holland, Erin J. Talvitie, and Michael Bowling
The Effect of Planning Shape on Dyna-style Planning in High-dimensional State Spaces
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Dyna is a fundamental approach to model-based reinforcement learning (MBRL) that interleaves planning, acting, and learning in an online setting. In the most typical application of Dyna, the dynamics model is used to generate one-step transitions from selected start states from the agent's history, which are used to update the agent's value function or policy as if they were real experiences. In this work, one-step Dyna was applied to several games from the Arcade Learning Environment (ALE). We found that the model-based updates offered surprisingly little benefit over simply performing more updates with the agent's existing experience, even when using a perfect model. We hypothesize that to get the most from planning, the model must be used to generate unfamiliar experience. To test this, we experimented with the "shape" of planning in multiple different concrete instantiations of Dyna, performing fewer, longer rollouts, rather than many short rollouts. We found that planning shape has a profound impact on the efficacy of Dyna for both perfect and learned models. In addition to these findings regarding Dyna in general, our results represent, to our knowledge, the first time that a learned dynamics model has been successfully used for planning in the ALE, suggesting that Dyna may be a viable approach to MBRL in the ALE and other high-dimensional problems.
[ { "version": "v1", "created": "Tue, 5 Jun 2018 17:31:02 GMT" }, { "version": "v2", "created": "Fri, 8 Jun 2018 20:46:56 GMT" }, { "version": "v3", "created": "Fri, 29 Mar 2019 03:00:57 GMT" } ]
1,554,076,800,000
[ [ "Holland", "G. Zacharias", "" ], [ "Talvitie", "Erin J.", "" ], [ "Bowling", "Michael", "" ] ]
1806.02091
Andreas Hein M.
Andreas Makoto Hein, H\'el\`ene Condat
Can Machines Design? An Artificial General Intelligence Approach
null
null
10.13140/RG.2.2.24564.45448
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Can machines design? Can they come up with creative solutions to problems and build tools and artifacts across a wide range of domains? Recent advances in the field of computational creativity and formal Artificial General Intelligence (AGI) provide frameworks for machines with the general ability to design. In this paper we propose to integrate a formal computational creativity framework into the G\"odel machine framework. We call the resulting framework design G\"odel machine. Such a machine could solve a variety of design problems by generating novel concepts. In addition, it could change the way these concepts are generated by modifying itself. The design G\"odel machine is able to improve its initial design program, once it has proven that a modification would increase its return on the utility function. Finally, we sketch out a specific version of the design G\"odel machine which specifically addresses the design of complex software and hardware systems. Future work aims at the development of a more formal version of the design G\"odel machine and a proof of concept implementation.
[ { "version": "v1", "created": "Wed, 6 Jun 2018 09:41:58 GMT" }, { "version": "v2", "created": "Thu, 7 Jun 2018 15:24:42 GMT" }, { "version": "v3", "created": "Fri, 22 Jun 2018 22:42:46 GMT" }, { "version": "v4", "created": "Tue, 26 Jun 2018 08:23:40 GMT" } ]
1,530,057,600,000
[ [ "Hein", "Andreas Makoto", "" ], [ "Condat", "Hélène", "" ] ]
1806.02127
Lavindra de Silva
Lavindra de Silva
Addendum to "HTN Acting: A Formalism and an Algorithm"
This paper is a more detailed version of the following publication: Lavindra de Silva, "HTN Acting: A Formalism and an Algorithm", in Proceedings of AAMAS 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Hierarchical Task Network (HTN) planning is a practical and efficient approach to planning when the 'standard operating procedures' for a domain are available. Like Belief-Desire-Intention (BDI) agent reasoning, HTN planning performs hierarchical and context-based refinement of goals into subgoals and basic actions. However, while HTN planners 'lookahead' over the consequences of choosing one refinement over another, BDI agents interleave refinement with acting. There has been renewed interest in making HTN planners behave more like BDI agent systems, e.g. to have a unified representation for acting and planning. However, past work on the subject has remained informal or implementation-focused. This paper is a formal account of 'HTN acting', which supports interleaved deliberation, acting, and failure recovery. We use the syntax of the most general HTN planning formalism and build on its core semantics, and we provide an algorithm which combines our new formalism with the processing of exogenous events. We also study the properties of HTN acting and its relation to HTN planning.
[ { "version": "v1", "created": "Wed, 6 Jun 2018 11:33:26 GMT" }, { "version": "v2", "created": "Sun, 4 Jul 2021 17:49:20 GMT" } ]
1,625,529,600,000
[ [ "de Silva", "Lavindra", "" ] ]
1806.02180
Chun Kit Yeung
Chun-Kit Yeung and Dit-Yan Yeung
Addressing Two Problems in Deep Knowledge Tracing via Prediction-Consistent Regularization
10 pages, L@S 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Knowledge tracing is one of the key research areas for empowering personalized education. It is a task to model students' mastery level of a knowledge component (KC) based on their historical learning trajectories. In recent years, a recurrent neural network model called deep knowledge tracing (DKT) has been proposed to handle the knowledge tracing task and literature has shown that DKT generally outperforms traditional methods. However, through our extensive experimentation, we have noticed two major problems in the DKT model. The first problem is that the model fails to reconstruct the observed input. As a result, even when a student performs well on a KC, the prediction of that KC's mastery level decreases instead, and vice versa. Second, the predicted performance for KCs across time-steps is not consistent. This is undesirable and unreasonable because student's performance is expected to transit gradually over time. To address these problems, we introduce regularization terms that correspond to reconstruction and waviness to the loss function of the original DKT model to enhance the consistency in prediction. Experiments show that the regularized loss function effectively alleviates the two problems without degrading the original task of DKT.
[ { "version": "v1", "created": "Wed, 6 Jun 2018 13:41:48 GMT" } ]
1,528,329,600,000
[ [ "Yeung", "Chun-Kit", "" ], [ "Yeung", "Dit-Yan", "" ] ]
1806.02308
Hector Geffner
Hector Geffner
Model-free, Model-based, and General Intelligence
null
Invited talk. IJCAI 2018
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
During the 60s and 70s, AI researchers explored intuitions about intelligence by writing programs that displayed intelligent behavior. Many good ideas came out from this work but programs written by hand were not robust or general. After the 80s, research increasingly shifted to the development of learners capable of inferring behavior and functions from experience and data, and solvers capable of tackling well-defined but intractable models like SAT, classical planning, Bayesian networks, and POMDPs. The learning approach has achieved considerable success but results in black boxes that do not have the flexibility, transparency, and generality of their model-based counterparts. Model-based approaches, on the other hand, require models and scalable algorithms. Model-free learners and model-based solvers have close parallels with Systems 1 and 2 in current theories of the human mind: the first, a fast, opaque, and inflexible intuitive mind; the second, a slow, transparent, and flexible analytical mind. In this paper, I review developments in AI and draw on these theories to discuss the gap between model-free learners and model-based solvers, a gap that needs to be bridged in order to have intelligent systems that are robust and general.
[ { "version": "v1", "created": "Wed, 6 Jun 2018 17:15:27 GMT" } ]
1,528,329,600,000
[ [ "Geffner", "Hector", "" ] ]
1806.02373
Mieczys{\l}aw K{\l}opotek
Mieczys{\l}aw A. K{\l}opotek
Dempsterian-Shaferian Belief Network From Data
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Shenoy and Shafer {Shenoy:90} demonstrated that both for Dempster-Shafer Theory and probability theory there exists a possibility to calculate efficiently marginals of joint belief distributions (by so-called local computations) provided that the joint distribution can be decomposed (factorized) into a belief network. A number of algorithms exists for decomposition of probabilistic joint belief distribution into a bayesian (belief) network from data. For example Spirtes, Glymour and Schein{Spirtes:90b} formulated a Conjecture that a direct dependence test and a head-to-head meeting test would suffice to construe bayesian network from data in such a way that Pearl's concept of d-separation {Geiger:90} applies. This paper is intended to transfer Spirtes, Glymour and Scheines {Spirtes:90b} approach onto the ground of the Dempster-Shafer Theory (DST). For this purpose, a frequentionistic interpretation of the DST developed in {Klopotek:93b} is exploited. A special notion of conditionality for DST is introduced and demonstrated to behave with respect to Pearl's d-separation {Geiger:90} much the same way as conditional probability (though some differences like non-uniqueness are evident). Based on this, an algorithm analogous to that from {Spirtes:90b} is developed. The notion of a partially oriented graph (pog) is introduced and within this graph the notion of p-d-separation is defined. If direct dependence test and head-to-head meeting test are used to orient the pog then its p-d-separation is shown to be equivalent to the Pearl's d-separation for any compatible dag.
[ { "version": "v1", "created": "Wed, 6 Jun 2018 18:27:39 GMT" } ]
1,528,416,000,000
[ [ "Kłopotek", "Mieczysław A.", "" ] ]
1806.02415
Cheol Young Park
Cheol Young Park, Kathryn Blackmond Laskey, Paulo C. G. Costa, Shou Matsumoto
Gaussian Mixture Reduction for Time-Constrained Approximate Inference in Hybrid Bayesian Networks
null
Appl. Sci. 2019, 9, 2055
10.3390/app9102055
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Hybrid Bayesian Networks (HBNs), which contain both discrete and continuous variables, arise naturally in many application areas (e.g., image understanding, data fusion, medical diagnosis, fraud detection). This paper concerns inference in an important subclass of HBNs, the conditional Gaussian (CG) networks, in which all continuous random variables have Gaussian distributions and all children of continuous random variables must be continuous. Inference in CG networks can be NP-hard even for special-case structures, such as poly-trees, where inference in discrete Bayesian networks can be performed in polynomial time. Therefore, approximate inference is required. In approximate inference, it is often necessary to trade off accuracy against solution time. This paper presents an extension to the Hybrid Message Passing inference algorithm for general CG networks and an algorithm for optimizing its accuracy given a bound on computation time. The extended algorithm uses Gaussian mixture reduction to prevent an exponential increase in the number of Gaussian mixture components. The trade-off algorithm performs pre-processing to find optimal run-time settings for the extended algorithm. Experimental results for four CG networks compare performance of the extended algorithm with existing algorithms and show the optimal settings for these CG networks.
[ { "version": "v1", "created": "Wed, 6 Jun 2018 20:38:27 GMT" } ]
1,558,396,800,000
[ [ "Park", "Cheol Young", "" ], [ "Laskey", "Kathryn Blackmond", "" ], [ "Costa", "Paulo C. G.", "" ], [ "Matsumoto", "Shou", "" ] ]
1806.02457
Cheol Young Park
Cheol Young Park and Kathryn Blackmond Laskey
Reference Model of Multi-Entity Bayesian Networks for Predictive Situation Awareness
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
During the past quarter-century, situation awareness (SAW) has become a critical research theme, because of its importance. Since the concept of SAW was first introduced during World War I, various versions of SAW have been researched and introduced. Predictive Situation Awareness (PSAW) focuses on the ability to predict aspects of a temporally evolving situation over time. PSAW requires a formal representation and a reasoning method using such a representation. A Multi-Entity Bayesian Network (MEBN) is a knowledge representation formalism combining Bayesian Networks (BN) with First-Order Logic (FOL). MEBN can be used to represent uncertain situations (supported by BN) as well as complex situations (supported by FOL). Also, efficient reasoning algorithms for MEBN have been developed. MEBN can be a formal representation to support PSAW and has been used for several PSAW systems. Although several MEBN applications for PSAW exist, very little work can be found in the literature that attempts to generalize a MEBN model to support PSAW. In this research, we define a reference model for MEBN in PSAW, called a PSAW-MEBN reference model. The PSAW-MEBN reference model enables us to easily develop a MEBN model for PSAW by supporting the design of a MEBN model for PSAW. In this research, we introduce two example use cases using the PSAW-MEBN reference model to develop MEBN models to support PSAW: a Smart Manufacturing System and a Maritime Domain Awareness System.
[ { "version": "v1", "created": "Wed, 6 Jun 2018 23:17:12 GMT" }, { "version": "v2", "created": "Fri, 8 Jun 2018 00:37:20 GMT" } ]
1,528,675,200,000
[ [ "Park", "Cheol Young", "" ], [ "Laskey", "Kathryn Blackmond", "" ] ]
1806.03267
Aboul Ella Hassanien Abo
Mohamed Yorky and Aboul Ella Hassanien
Orbital Petri Nets: A Novel Petri Net Approach
10 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Petri Nets is very interesting tool for studying and simulating different behaviors of information systems. It can be used in different applications based on the appropriate class of Petri Nets whereas it is classical, colored or timed Petri Nets. In this paper we introduce a new approach of Petri Nets called orbital Petri Nets (OPN) for studying the orbital rotating systems within a specific domain. The study investigated and analyzed OPN with highlighting the problem of space debris collision problem as a case study. The mathematical investigation results of two OPN models proved that space debris collision problem can be prevented based on the new method of firing sequence in OPN. By this study, new smart algorithms can be implemented and simulated by orbital Petri Nets for mitigating the space debris collision problem as a next work.
[ { "version": "v1", "created": "Fri, 8 Jun 2018 16:31:46 GMT" } ]
1,528,675,200,000
[ [ "Yorky", "Mohamed", "" ], [ "Hassanien", "Aboul Ella", "" ] ]
1806.03455
Bradley Alexander
Brad Alexander
A Preliminary Exploration of Floating Point Grammatical Evolution
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Current GP frameworks are highly effective on a range of real and simulated benchmarks. However, due to the high dimensionality of the genotypes for GP, the task of visualising the fitness landscape for GP search can be difficult. This paper describes a new framework: Floating Point Grammatical Evolution (FP-GE) which uses a single floating point genotype to encode an individual program. This encoding permits easier visualisation of the fitness landscape arbitrary problems by providing a way to map fitness against a single dimension. The new framework also makes it trivially easy to apply continuous search algorithms, such as Differential Evolution, to the search problem. In this work, the FP-GE framework is tested against several regression problems, visualising the search landscape for these and comparing different search meta-heuristics.
[ { "version": "v1", "created": "Sat, 9 Jun 2018 10:51:39 GMT" } ]
1,528,761,600,000
[ [ "Alexander", "Brad", "" ] ]
1806.03793
Siyuan Li
Siyuan Li, Fangda Gu, Guangxiang Zhu, Chongjie Zhang
Context-Aware Policy Reuse
Camera-ready version for AAMAS 2019
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Transfer learning can greatly speed up reinforcement learning for a new task by leveraging policies of relevant tasks. Existing works of policy reuse either focus on only selecting a single best source policy for transfer without considering contexts, or cannot guarantee to learn an optimal policy for a target task. To improve transfer efficiency and guarantee optimality, we develop a novel policy reuse method, called Context-Aware Policy reuSe (CAPS), that enables multi-policy transfer. Our method learns when and which source policy is best for reuse, as well as when to terminate its reuse. CAPS provides theoretical guarantees in convergence and optimality for both source policy selection and target task learning. Empirical results on a grid-based navigation domain and the Pygame Learning Environment demonstrate that CAPS significantly outperforms other state-of-the-art policy reuse methods.
[ { "version": "v1", "created": "Mon, 11 Jun 2018 03:37:43 GMT" }, { "version": "v2", "created": "Thu, 14 Jun 2018 02:53:52 GMT" }, { "version": "v3", "created": "Thu, 28 Jun 2018 11:01:33 GMT" }, { "version": "v4", "created": "Fri, 8 Mar 2019 14:13:36 GMT" } ]
1,552,262,400,000
[ [ "Li", "Siyuan", "" ], [ "Gu", "Fangda", "" ], [ "Zhu", "Guangxiang", "" ], [ "Zhang", "Chongjie", "" ] ]
1806.03820
Malayandi Palaniappan
Dhruv Malik, Malayandi Palaniappan, Jaime F. Fisac, Dylan Hadfield-Menell, Stuart Russell, Anca D. Dragan
An Efficient, Generalized Bellman Update For Cooperative Inverse Reinforcement Learning
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Our goal is for AI systems to correctly identify and act according to their human user's objectives. Cooperative Inverse Reinforcement Learning (CIRL) formalizes this value alignment problem as a two-player game between a human and robot, in which only the human knows the parameters of the reward function: the robot needs to learn them as the interaction unfolds. Previous work showed that CIRL can be solved as a POMDP, but with an action space size exponential in the size of the reward parameter space. In this work, we exploit a specific property of CIRL---the human is a full information agent---to derive an optimality-preserving modification to the standard Bellman update; this reduces the complexity of the problem by an exponential factor and allows us to relax CIRL's assumption of human rationality. We apply this update to a variety of POMDP solvers and find that it enables us to scale CIRL to non-trivial problems, with larger reward parameter spaces, and larger action spaces for both robot and human. In solutions to these larger problems, the human exhibits pedagogic (teaching) behavior, while the robot interprets it as such and attains higher value for the human.
[ { "version": "v1", "created": "Mon, 11 Jun 2018 06:06:43 GMT" } ]
1,528,761,600,000
[ [ "Malik", "Dhruv", "" ], [ "Palaniappan", "Malayandi", "" ], [ "Fisac", "Jaime F.", "" ], [ "Hadfield-Menell", "Dylan", "" ], [ "Russell", "Stuart", "" ], [ "Dragan", "Anca D.", "" ] ]
1806.04325
Jasper C.H. Lee
Jasper C.H. Lee, Jimmy H.M. Lee, Allen Z. Zhong
Augmenting Stream Constraint Programming with Eventuality Conditions
Added proofs and an appendix containing a constraint model that was not included in the previous version
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Stream constraint programming is a recent addition to the family of constraint programming frameworks, where variable domains are sets of infinite streams over finite alphabets. Previous works showed promising results for its applicability to real-world planning and control problems. In this paper, motivated by the modelling of planning applications, we improve the expressiveness of the framework by introducing 1) the "until" constraint, a new construct that is adapted from Linear Temporal Logic and 2) the @ operator on streams, a syntactic sugar for which we provide a more efficient solving algorithm over simple desugaring. For both constructs, we propose corresponding novel solving algorithms and prove their correctness. We present competitive experimental results on the Missionaries and Cannibals logic puzzle and a standard path planning application on the grid, by comparing with Apt and Brand's method for verifying eventuality conditions using a CP approach.
[ { "version": "v1", "created": "Tue, 12 Jun 2018 04:20:02 GMT" }, { "version": "v2", "created": "Mon, 6 Aug 2018 20:17:43 GMT" } ]
1,533,686,400,000
[ [ "Lee", "Jasper C. H.", "" ], [ "Lee", "Jimmy H. M.", "" ], [ "Zhong", "Allen Z.", "" ] ]
1806.04624
Yangchen Pan
Yangchen Pan, Muhammad Zaheer, Adam White, Andrew Patterson, Martha White
Organizing Experience: A Deeper Look at Replay Mechanisms for Sample-based Planning in Continuous State Domains
IJCAI 2018
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Model-based strategies for control are critical to obtain sample efficient learning. Dyna is a planning paradigm that naturally interleaves learning and planning, by simulating one-step experience to update the action-value function. This elegant planning strategy has been mostly explored in the tabular setting. The aim of this paper is to revisit sample-based planning, in stochastic and continuous domains with learned models. We first highlight the flexibility afforded by a model over Experience Replay (ER). Replay-based methods can be seen as stochastic planning methods that repeatedly sample from a buffer of recent agent-environment interactions and perform updates to improve data efficiency. We show that a model, as opposed to a replay buffer, is particularly useful for specifying which states to sample from during planning, such as predecessor states that propagate information in reverse from a state more quickly. We introduce a semi-parametric model learning approach, called Reweighted Experience Models (REMs), that makes it simple to sample next states or predecessors. We demonstrate that REM-Dyna exhibits similar advantages over replay-based methods in learning in continuous state problems, and that the performance gap grows when moving to stochastic domains, of increasing size.
[ { "version": "v1", "created": "Tue, 12 Jun 2018 16:07:31 GMT" } ]
1,528,848,000,000
[ [ "Pan", "Yangchen", "" ], [ "Zaheer", "Muhammad", "" ], [ "White", "Adam", "" ], [ "Patterson", "Andrew", "" ], [ "White", "Martha", "" ] ]
1806.04718
Ahmed Khalifa
Ahmed Khalifa, Scott Lee, Andy Nealen, Julian Togelius
Talakat: Bullet Hell Generation through Constrained Map-Elites
The paper will be published in GECCO 2018
null
null
null
cs.AI
http://creativecommons.org/licenses/by/4.0/
We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, and search in the space defined by this language is performed by a novel variant of the Map-Elites algorithm which incorporates a feasible- infeasible approach to constraint satisfaction. Simulation-based evaluation is used to gauge the fitness of levels, using an agent based on best-first search. The performance of the agent can be tuned according to the two dimensions of strategy and dexterity, making it possible to search for level configurations that require a specific combination of both. As far as we know, this paper describes the first generator for this game genre, and includes several algorithmic innovations.
[ { "version": "v1", "created": "Tue, 12 Jun 2018 19:02:19 GMT" }, { "version": "v2", "created": "Thu, 14 Jun 2018 01:38:52 GMT" } ]
1,529,020,800,000
[ [ "Khalifa", "Ahmed", "" ], [ "Lee", "Scott", "" ], [ "Nealen", "Andy", "" ], [ "Togelius", "Julian", "" ] ]
1806.04915
Dimiter Dobrev
Dimiter Dobrev
The IQ of Artificial Intelligence
null
Serdica Journal of Computing, Vol. 13, Number 1-2, 2019, pp.41-70
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
All it takes to identify the computer programs which are Artificial Intelligence is to give them a test and award AI to those that pass the test. Let us say that the scores they earn at the test will be called IQ. We cannot pinpoint a minimum IQ threshold that a program has to cover in order to be AI, however, we will choose a certain value. Thus, our definition for AI will be any program the IQ of which is above the chosen value. While this idea has already been implemented in [3], here we will revisit this construct in order to introduce certain improvements.
[ { "version": "v1", "created": "Wed, 13 Jun 2018 09:29:42 GMT" } ]
1,602,460,800,000
[ [ "Dobrev", "Dimiter", "" ] ]
1806.04959
Hoda Heidari
Hoda Heidari, Claudio Ferrari, Krishna P. Gummadi, and Andreas Krause
Fairness Behind a Veil of Ignorance: A Welfare Analysis for Automated Decision Making
Conference: Thirty-second Conference on Neural Information Processing Systems (NIPS 2018)
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We draw attention to an important, yet largely overlooked aspect of evaluating fairness for automated decision making systems---namely risk and welfare considerations. Our proposed family of measures corresponds to the long-established formulations of cardinal social welfare in economics, and is justified by the Rawlsian conception of fairness behind a veil of ignorance. The convex formulation of our welfare-based measures of fairness allows us to integrate them as a constraint into any convex loss minimization pipeline. Our empirical analysis reveals interesting trade-offs between our proposal and (a) prediction accuracy, (b) group discrimination, and (c) Dwork et al.'s notion of individual fairness. Furthermore and perhaps most importantly, our work provides both heuristic justification and empirical evidence suggesting that a lower-bound on our measures often leads to bounded inequality in algorithmic outcomes; hence presenting the first computationally feasible mechanism for bounding individual-level inequality.
[ { "version": "v1", "created": "Wed, 13 Jun 2018 11:36:05 GMT" }, { "version": "v2", "created": "Mon, 29 Oct 2018 09:39:14 GMT" }, { "version": "v3", "created": "Wed, 28 Nov 2018 13:29:41 GMT" }, { "version": "v4", "created": "Fri, 11 Jan 2019 11:36:36 GMT" } ]
1,547,424,000,000
[ [ "Heidari", "Hoda", "" ], [ "Ferrari", "Claudio", "" ], [ "Gummadi", "Krishna P.", "" ], [ "Krause", "Andreas", "" ] ]
1806.05106
Frank Glavin
Frank G. Glavin and Michael G. Madden
DRE-Bot: A Hierarchical First Person Shooter Bot Using Multiple Sarsa({\lambda}) Reinforcement Learners
17th International Conference on Computer Games (CGAMES) 2012
In Computer Games (CGAMES), 2012 17th International Conference on, pp. 148-152. IEEE, 2012
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper describes an architecture for controlling non-player characters (NPC) in the First Person Shooter (FPS) game Unreal Tournament 2004. Specifically, the DRE-Bot architecture is made up of three reinforcement learners, Danger, Replenish and Explore, which use the tabular Sarsa({\lambda}) algorithm. This algorithm enables the NPC to learn through trial and error building up experience over time in an approach inspired by human learning. Experimentation is carried to measure the performance of DRE-Bot when competing against fixed strategy bots that ship with the game. The discount parameter, {\gamma}, and the trace parameter, {\lambda}, are also varied to see if their values have an effect on the performance.
[ { "version": "v1", "created": "Wed, 13 Jun 2018 15:19:34 GMT" } ]
1,528,934,400,000
[ [ "Glavin", "Frank G.", "" ], [ "Madden", "Michael G.", "" ] ]
1806.05108
Theophanes Raptis Mr
Theophanes E. Raptis
Holographic Automata for Ambient Immersive A. I. via Reservoir Computing
14 p., 2 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We prove the existence of a semilinear representation of Cellular Automata (CA) with the introduction of multiple convolution kernels. Examples of the technique are presented for rules akin to the "edge-of-chaos" including the Turing universal rule 110 for further utilization in the area of reservoir computing. We also examine the significance of their dual representation on a frequency or wavelength domain as a superposition of plane waves for distributed computing applications including a new proposal for a "Hologrid" that could be realized with present Wi-Fi,Li-Fi technologies.
[ { "version": "v1", "created": "Sat, 9 Jun 2018 13:01:39 GMT" }, { "version": "v2", "created": "Wed, 20 Jun 2018 13:25:20 GMT" } ]
1,529,539,200,000
[ [ "Raptis", "Theophanes E.", "" ] ]
1806.05117
Frank Glavin
Frank G. Glavin and Michael G. Madden
Learning to Shoot in First Person Shooter Games by Stabilizing Actions and Clustering Rewards for Reinforcement Learning
IEEE Conference on Computational Intelligence and Games (CIG), 2015
In Conference on Computational Intelligence and Games, pp. 344-351. 2015
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
While reinforcement learning (RL) has been applied to turn-based board games for many years, more complex games involving decision-making in real-time are beginning to receive more attention. A challenge in such environments is that the time that elapses between deciding to take an action and receiving a reward based on its outcome can be longer than the interval between successive decisions. We explore this in the context of a non-player character (NPC) in a modern first-person shooter game. Such games take place in 3D environments where players, both human and computer-controlled, compete by engaging in combat and completing task objectives. We investigate the use of RL to enable NPCs to gather experience from game-play and improve their shooting skill over time from a reward signal based on the damage caused to opponents. We propose a new method for RL updates and reward calculations, in which the updates are carried out periodically, after each shooting encounter has ended, and a new weighted-reward mechanism is used which increases the reward applied to actions that lead to damaging the opponent in successive hits in what we term "hit clusters".
[ { "version": "v1", "created": "Wed, 13 Jun 2018 15:41:34 GMT" } ]
1,528,934,400,000
[ [ "Glavin", "Frank G.", "" ], [ "Madden", "Michael G.", "" ] ]
1806.05234
Daniele Funaro
Daniele Funaro
Understanding the Meaning of Understanding
9 pages
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Can we train a machine to detect if another machine has understood a concept? In principle, this is possible by conducting tests on the subject of that concept. However we want this procedure to be done by avoiding direct questions. In other words, we would like to isolate the absolute meaning of an abstract idea by putting it into a class of equivalence, hence without adopting straight definitions or showing how this idea "works" in practice. We discuss the metaphysical implications hidden in the above question, with the aim of providing a plausible reference framework.
[ { "version": "v1", "created": "Wed, 13 Jun 2018 19:26:55 GMT" }, { "version": "v2", "created": "Tue, 5 Feb 2019 13:31:59 GMT" } ]
1,549,411,200,000
[ [ "Funaro", "Daniele", "" ] ]
1806.05292
Aleksandr Panov
Aleksandr I. Panov, Aleksey Skrynnik
Automatic formation of the structure of abstract machines in hierarchical reinforcement learning with state clustering
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
We introduce a new approach to hierarchy formation and task decomposition in hierarchical reinforcement learning. Our method is based on the Hierarchy Of Abstract Machines (HAM) framework because HAM approach is able to design efficient controllers that will realize specific behaviors in real robots. The key to our algorithm is the introduction of the internal or "mental" environment in which the state represents the structure of the HAM hierarchy. The internal action in this environment leads to changes the hierarchy of HAMs. We propose the classical Q-learning procedure in the internal environment which allows the agent to obtain an optimal hierarchy. We extends the HAM framework by adding on-model approach to select the appropriate sub-machine to execute action sequences for certain class of external environment states. Preliminary experiments demonstrated the prospects of the method.
[ { "version": "v1", "created": "Wed, 13 Jun 2018 22:40:49 GMT" } ]
1,529,020,800,000
[ [ "Panov", "Aleksandr I.", "" ], [ "Skrynnik", "Aleksey", "" ] ]
1806.05415
Alberto Maria Metelli
Alberto Maria Metelli, Mirco Mutti and Marcello Restelli
Configurable Markov Decision Processes
null
Proceedings of the 35 th International Conference on Machine Learning, Stockholm, Sweden, PMLR 80, 2018
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In many real-world problems, there is the possibility to configure, to a limited extent, some environmental parameters to improve the performance of a learning agent. In this paper, we propose a novel framework, Configurable Markov Decision Processes (Conf-MDPs), to model this new type of interaction with the environment. Furthermore, we provide a new learning algorithm, Safe Policy-Model Iteration (SPMI), to jointly and adaptively optimize the policy and the environment configuration. After having introduced our approach and derived some theoretical results, we present the experimental evaluation in two explicative problems to show the benefits of the environment configurability on the performance of the learned policy.
[ { "version": "v1", "created": "Thu, 14 Jun 2018 08:54:38 GMT" } ]
1,529,020,800,000
[ [ "Metelli", "Alberto Maria", "" ], [ "Mutti", "Mirco", "" ], [ "Restelli", "Marcello", "" ] ]
1806.05554
Frank Glavin
Frank G. Glavin and Michael G. Madden
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning
IEEE Transactions on Computational Intelligence and AI in Games (2015)
Glavin, Frank G., and Michael G. Madden. "Adaptive shooting for bots in first person shooter games using reinforcement learning." IEEE Transactions on Computational Intelligence and AI in Games 7, no. 2: 180-192. (2015)
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In current state-of-the-art commercial first person shooter games, computer controlled bots, also known as non player characters, can often be easily distinguishable from those controlled by humans. Tell-tale signs such as failed navigation, "sixth sense" knowledge of human players' whereabouts and deterministic, scripted behaviors are some of the causes of this. We propose, however, that one of the biggest indicators of non humanlike behavior in these games can be found in the weapon shooting capability of the bot. Consistently perfect accuracy and "locking on" to opponents in their visual field from any distance are indicative capabilities of bots that are not found in human players. Traditionally, the bot is handicapped in some way with either a timed reaction delay or a random perturbation to its aim, which doesn't adapt or improve its technique over time. We hypothesize that enabling the bot to learn the skill of shooting through trial and error, in the same way a human player learns, will lead to greater variation in game-play and produce less predictable non player characters. This paper describes a reinforcement learning shooting mechanism for adapting shooting over time based on a dynamic reward signal from the amount of damage caused to opponents.
[ { "version": "v1", "created": "Thu, 14 Jun 2018 14:00:14 GMT" } ]
1,529,020,800,000
[ [ "Glavin", "Frank G.", "" ], [ "Madden", "Michael G.", "" ] ]
1806.05898
Miquel Junyent
Miquel Junyent, Anders Jonsson, Vicen\c{c} G\'omez
Improving width-based planning with compact policies
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Optimal action selection in decision problems characterized by sparse, delayed rewards is still an open challenge. For these problems, current deep reinforcement learning methods require enormous amounts of data to learn controllers that reach human-level performance. In this work, we propose a method that interleaves planning and learning to address this issue. The planning step hinges on the Iterated-Width (IW) planner, a state of the art planner that makes explicit use of the state representation to perform structured exploration. IW is able to scale up to problems independently of the size of the state space. From the state-actions visited by IW, the learning step estimates a compact policy, which in turn is used to guide the planning step. The type of exploration used by our method is radically different than the standard random exploration used in RL. We evaluate our method in simple problems where we show it to have superior performance than the state-of-the-art reinforcement learning algorithms A2C and Alpha Zero. Finally, we present preliminary results in a subset of the Atari games suite.
[ { "version": "v1", "created": "Fri, 15 Jun 2018 10:41:23 GMT" } ]
1,529,280,000,000
[ [ "Junyent", "Miquel", "" ], [ "Jonsson", "Anders", "" ], [ "Gómez", "Vicenç", "" ] ]
1806.06505
Ildefons Magrans de Abril
Ildefons Magrans de Abril, Ryota Kanai
A unified strategy for implementing curiosity and empowerment driven reinforcement learning
13 pages, 8 figures
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Although there are many approaches to implement intrinsically motivated artificial agents, the combined usage of multiple intrinsic drives remains still a relatively unexplored research area. Specifically, we hypothesize that a mechanism capable of quantifying and controlling the evolution of the information flow between the agent and the environment could be the fundamental component for implementing a higher degree of autonomy into artificial intelligent agents. This paper propose a unified strategy for implementing two semantically orthogonal intrinsic motivations: curiosity and empowerment. Curiosity reward informs the agent about the relevance of a recent agent action, whereas empowerment is implemented as the opposite information flow from the agent to the environment that quantifies the agent's potential of controlling its own future. We show that an additional homeostatic drive is derived from the curiosity reward, which generalizes and enhances the information gain of a classical curious/heterostatic reinforcement learning agent. We show how a shared internal model by curiosity and empowerment facilitates a more efficient training of the empowerment function. Finally, we discuss future directions for further leveraging the interplay between these two intrinsic rewards.
[ { "version": "v1", "created": "Mon, 18 Jun 2018 05:58:04 GMT" } ]
1,529,366,400,000
[ [ "de Abril", "Ildefons Magrans", "" ], [ "Kanai", "Ryota", "" ] ]
1806.06685
San Pham Ms
Matthieu De Laere, San Tu Pham and Patrick De Causmaecker
Solving the Steiner Tree Problem in graphs with Variable Neighborhood Descent
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The Steiner Tree Problem (STP) in graphs is an important problem with various applications in many areas such as design of integrated circuits, evolution theory, networking, etc. In this paper, we propose an algorithm to solve the STP. The algorithm includes a reducer and a solver using Variable Neighborhood Descent (VND), interacting with each other during the search. New constructive heuristics and a vertex score system for intensification purpose are proposed. The algorithm is tested on a set of benchmarks which shows encouraging results.
[ { "version": "v1", "created": "Wed, 13 Jun 2018 21:39:20 GMT" } ]
1,529,366,400,000
[ [ "De Laere", "Matthieu", "" ], [ "Pham", "San Tu", "" ], [ "De Causmaecker", "Patrick", "" ] ]
1806.07037
Shota Motoura
Shota Motoura, Kazeto Yamamoto, Shumpei Kubosawa, Takashi Onishi
Translating MFM into FOL: towards plant operation planning
null
Proceedings of the Third International Workshop on Functional Modelling for Design and Operation of Engineering Systems, 24 - 25 May, 2018, Kurashiki, Japan
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
This paper proposes a method to translate multilevel flow modeling (MFM) into a first-order language (FOL), which enables the utilisation of logical techniques, such as inference engines and abductive reasoners. An example of this is a planning task for a toy plant that can be solved in FOL using abduction. In addition, owing to the expressivity of FOL, the language is capable of describing actions and their preconditions. This allows the derivation of procedures consisting of multiple actions.
[ { "version": "v1", "created": "Tue, 19 Jun 2018 04:24:16 GMT" } ]
1,529,452,800,000
[ [ "Motoura", "Shota", "" ], [ "Yamamoto", "Kazeto", "" ], [ "Kubosawa", "Shumpei", "" ], [ "Onishi", "Takashi", "" ] ]
1806.07135
Luca Pulina
Arthur Bit-Monnot, Francesco Leofante, Luca Pulina, Erika Abraham, and Armando Tacchella
SMarTplan: a Task Planner for Smart Factories
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Smart factories are on the verge of becoming the new industrial paradigm, wherein optimization permeates all aspects of production, from concept generation to sales. To fully pursue this paradigm, flexibility in the production means as well as in their timely organization is of paramount importance. AI is planning a major role in this transition, but the scenarios encountered in practice might be challenging for current tools. Task planning is one example where AI enables more efficient and flexible operation through an online automated adaptation and rescheduling of the activities to cope with new operational constraints and demands. In this paper we present SMarTplan, a task planner specifically conceived to deal with real-world scenarios in the emerging smart factory paradigm. Including both special-purpose and general-purpose algorithms, SMarTplan is based on current automated reasoning technology and it is designed to tackle complex application domains. In particular, we show its effectiveness on a logistic scenario, by comparing its specialized version with the general purpose one, and extending the comparison to other state-of-the-art task planners.
[ { "version": "v1", "created": "Tue, 19 Jun 2018 10:01:48 GMT" } ]
1,529,452,800,000
[ [ "Bit-Monnot", "Arthur", "" ], [ "Leofante", "Francesco", "" ], [ "Pulina", "Luca", "" ], [ "Abraham", "Erika", "" ], [ "Tacchella", "Armando", "" ] ]
1806.07439
Yun Long
Yun Long, Xueyuan She, Saibal Mukhopadhyay
HybridNet: Integrating Model-based and Data-driven Learning to Predict Evolution of Dynamical Systems
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
The robotic systems continuously interact with complex dynamical systems in the physical world. Reliable predictions of spatiotemporal evolution of these dynamical systems, with limited knowledge of system dynamics, are crucial for autonomous operation. In this paper, we present HybridNet, a framework that integrates data-driven deep learning and model-driven computation to reliably predict spatiotemporal evolution of a dynamical systems even with in-exact knowledge of their parameters. A data-driven deep neural network (DNN) with Convolutional LSTM (ConvLSTM) as the backbone is employed to predict the time-varying evolution of the external forces/perturbations. On the other hand, the model-driven computation is performed using Cellular Neural Network (CeNN), a neuro-inspired algorithm to model dynamical systems defined by coupled partial differential equations (PDEs). CeNN converts the intricate numerical computation into a series of convolution operations, enabling a trainable PDE solver. With a feedback control loop, HybridNet can learn the physical parameters governing the system's dynamics in real-time, and accordingly adapt the computation models to enhance prediction accuracy for time-evolving dynamical systems. The experimental results on two dynamical systems, namely, heat convection-diffusion system, and fluid dynamical system, demonstrate that the HybridNet produces higher accuracy than the state-of-the-art deep learning based approach.
[ { "version": "v1", "created": "Tue, 19 Jun 2018 19:32:42 GMT" }, { "version": "v2", "created": "Sat, 5 Jan 2019 07:12:14 GMT" } ]
1,546,905,600,000
[ [ "Long", "Yun", "" ], [ "She", "Xueyuan", "" ], [ "Mukhopadhyay", "Saibal", "" ] ]
1806.07552
Richard Tomsett
Richard Tomsett, Dave Braines, Dan Harborne, Alun Preece, Supriyo Chakraborty
Interpretable to Whom? A Role-based Model for Analyzing Interpretable Machine Learning Systems
presented at 2018 ICML Workshop on Human Interpretability in Machine Learning (WHI 2018), Stockholm, Sweden
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Several researchers have argued that a machine learning system's interpretability should be defined in relation to a specific agent or task: we should not ask if the system is interpretable, but to whom is it interpretable. We describe a model intended to help answer this question, by identifying different roles that agents can fulfill in relation to the machine learning system. We illustrate the use of our model in a variety of scenarios, exploring how an agent's role influences its goals, and the implications for defining interpretability. Finally, we make suggestions for how our model could be useful to interpretability researchers, system developers, and regulatory bodies auditing machine learning systems.
[ { "version": "v1", "created": "Wed, 20 Jun 2018 04:52:33 GMT" } ]
1,529,539,200,000
[ [ "Tomsett", "Richard", "" ], [ "Braines", "Dave", "" ], [ "Harborne", "Dan", "" ], [ "Preece", "Alun", "" ], [ "Chakraborty", "Supriyo", "" ] ]
1806.07637
Frank Glavin
Frank G. Glavin and Michael G. Madden
Skilled Experience Catalogue: A Skill-Balancing Mechanism for Non-Player Characters using Reinforcement Learning
IEEE Conference on Computational Intelligence and Games (CIG). August 2018
IEEE Conference on Computational Intelligence and Games (CIG18), Maastricht, The Netherlands, (2018)
10.1109/CIG.2018.8490405
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this paper, we introduce a skill-balancing mechanism for adversarial non-player characters (NPCs), called Skilled Experience Catalogue (SEC). The objective of this mechanism is to approximately match the skill level of an NPC to an opponent in real-time. We test the technique in the context of a First-Person Shooter (FPS) game. Specifically, the technique adjusts a reinforcement learning NPC's proficiency with a weapon based on its current performance against an opponent. Firstly, a catalogue of experience, in the form of stored learning policies, is built up by playing a series of training games. Once the NPC has been sufficiently trained, the catalogue acts as a timeline of experience with incremental knowledge milestones in the form of stored learning policies. If the NPC is performing poorly, it can jump to a later stage in the learning timeline to be equipped with more informed decision-making. Likewise, if it is performing significantly better than the opponent, it will jump to an earlier stage. The NPC continues to learn in real-time using reinforcement learning but its policy is adjusted, as required, by loading the most suitable milestones for the current circumstances.
[ { "version": "v1", "created": "Wed, 20 Jun 2018 09:41:54 GMT" } ]
1,541,980,800,000
[ [ "Glavin", "Frank G.", "" ], [ "Madden", "Michael G.", "" ] ]
1806.07685
Ivo D\"untsch
Ivo D\"untsch, G\"unther Gediga, Hui Wang
Approximation by filter functions
null
null
null
null
cs.AI
http://arxiv.org/licenses/nonexclusive-distrib/1.0/
In this exploratory article, we draw attention to the common formal ground among various estimators such as the belief functions of evidence theory and their relatives, approximation quality of rough set theory, and contextual probability. The unifying concept will be a general filter function composed of a basic probability and a weighting which varies according to the problem at hand. To compare the various filter functions we conclude with a simulation study with an example from the area of item response theory.
[ { "version": "v1", "created": "Wed, 20 Jun 2018 12:09:52 GMT" } ]
1,529,539,200,000
[ [ "Düntsch", "Ivo", "" ], [ "Gediga", "Günther", "" ], [ "Wang", "Hui", "" ] ]